Hello guys. This is my new work, copy of my room, with own textures. 95% done Soft: Blender 3d+Cycles, Photoshop, MarvelousDesigner I'm looking forward for some criticism and advices. Thanks and hope you like ít.
Hey guys I made this character for a client some time ago, I hope you like it. Comments are welcome. :) High-poly final game model. The final color texture was reduced to 1024, but the normal map is in 4096 to better capture the soft details.
It really just depends on where the angle is and how it looks in engine. I've switched to making my smoothing groups first (soft/hard edges) and then uving from that.
The more soft your HighPoly, the more work you have to put in your LowPoly :-) (When using the HighPoly without TurboSmooth and support Edges for your LowPoly)
^This. Drop the distance, increase the spread, and you'll have a nice soft 'AO shadow" thing going on. I use this a lot. Subtle, but really makes something pop.