Maybe one should ask oneself the same question as in some more general situation too. Should one do use any "advice" or tool someone is "recommending" or should one try for oneself. So is AI the future for me or only a littel help for some things.. or maybe even more problems than before in some totally different area like…
Ohh.. this of course is some interesting context.. ( now i also understand the last image :wink: ) but then some more subdivisions along the bending axis and maybe some inset on the marked faces to break the smooth shading like so (totally not the curvation of the model just as an example):
Conceptart.org - man those were the days! 🤓 Thank you so much Joel, we really hope this comes in handy! I totally agree that just being able to see value and color is one of the biggest challenges most beginner artists face. Jeremy Vickery also used have a great Gnomon DVD on that 15 years ago. We actually have planned a…
Thanks for the response and for the image. I really appreciate you taking the time to share your point of view. I figured that solving a complex topology would give me more creative freedom. What I'm looking for is the ability to work without the stress of thinking: "I can't add details here, otherwise the mesh won't have…
I'm loving where it's going right now. Since issues with lighting are moot, the only things I can see that stick out are a few texture seams on the rocks and some real jagged geometry on the rock edges. (forgive me if those issues have previously been addressed, I haven't read all 8 pages). Several of the rock walls have…
I found the orbit around stuff to be useless/broken in max/Maya etc. It is totally possible it's fixed though, it's been a long time. Like I said, try to find one with VIAL support - or at least VIA. QMK is the underpinning for these but is much more work to set up key maps (as in you have to modify files and reflash the…
Hey kids, it's been a while. But I come back fully charged and ready to rock! I have a few goodies for you today. New gamez0rs It seems these days that the indie dev scene is growing and there is an abundance of great games hitting the market. One that caught my eye is from Swedish developer Arrowhead Game Studios with…
* stack / offset in UV1 will always create butterfly effect in texturing. As for seams, default materials that use material finish filters or if you use finishing filters in layers this is totally normal behaviour. *To avoid finishing filter seams you make logical UV seams so that seams are hidden.
Hello everyone. I decided to study stylization for game assets and started with something simple - a chest. I choose vikings as the main theme for asset. The final style came out quite strange, but I think it's interesting. However, something seems to be off, so I will appreciate any criticism. Total tris count - 1828