Hi, little WIP on outfits :) I'm making only these two since others shares more or less the same visual language and features The workflow was fairly simple : start from low poly+creases with dynamic subdiv on. Apply subdivs only if manual sculpt is necessary to bring details (mostly on cloth wrinkles). Then for lowpoly I…
what if I want to use rounded corners for the majority of my object, and traditional highpoly (subdiv/turbosmooth) baking for certain pieces, aswell as floaters on pieces that i'm using rounded corners for? Is that possible? How would I do this? Probably important to know I don't yet know how to bake traditional high>low…
Hi, I have been working on hard surface modelling for a while, I believe I have summarised a quick guideline on how to prepare low poly model for baking good textures. I am going to be very brave and share them here, so in case I made some wrong assumptions, people can correct me. ---- (1) Ultimately you want your low poly…
Thank you! I wanted to add a bit of shading on the albedo but I didn't want it to to overpower the main lighting. The subtle shading also makes it look less flat in shadowed areas in game.
Hey everyone, After teaching myself some 3D stuff for the past year, with Digital Tutors, I decided to try my hand at creating something of my own. I'm a bit nervous to go out in the open with my work but I hope you will all like it :smile: The model I'm working on right now is a lectern in the shape of an eagle. Today I…
He looks very chubby and wrinkly at the same time. I'd really suggest just starting over and trying to make every line count for something. It's all a bit dirty and squiggly. Sorry if that sounds harsh, it's just the most direct and clear way I can think of. Try to render the simple shapes (sphere for head, tubes for arms)…
Not bad! Form, anatomy, and shading practice will do you a world of good Focus on describing three dimensional shapes with your pencil strokes, construct the form with basic shapes to feel out their three dimensionality. Keep on drawing :)
An env map or image based lighting type cube map solution is inherently dependent on the normals of the mesh, whether you've got a simple vertex shaded lowpoly, lowpoly with bump converted normal or lowpoly with baked from high normal map its all the same. So, what odium was really saying was "use an env/cube map". The…
Althought it's silent about me and my procjets I'm happy to be able to share some of my latest contract work with you. Currently I'm working for an upcoming Cryngine² licensee on realtime visualisation for solar technology. There's no NDA and I'm allowed to share some stuff. This level is a prototype I did to iron out a…