Hi there so I got this question and bare with me if the answer is so obvious. Just I like to make sure or see if there is something else I should keep in mind for the future. I'm full of questions and get better understand of the pipeline :) So I finish following this tutorial of this model that turned out well. Now I like…
Hey everyone, I wasn't sure what it's called. The problem I'm referring to is what happens when you bake, for example, a smoothed cylinder onto a low-poly version of that cylinder. The baking info when put on the low poly mesh shows how the edges of the low poly object are breaking the smooth curve of the cylinder. I can't…
Hello, I just wanted to ask what the best practice is with regard to texturing for asset packs for sales. For example I'm working on a pack for a Blacksmith shop, a lot of the items are quite small, tools etc, and are mainly a mix of woods/metals. Am I best texturing individually (per asset), or having one set of maps that…
Looking great so far, but the room is very empty and unfurnished. Are you planning to add more props? If not, I would suggest making a much smaller room, without so much empty space. One other thing seems odd. The supports for the bed canopy are not centered on the legs, and the spiral seems too thin to support the weight.…
* Go to Imgur * Right-click, copy video address * Paste into your post, but replace the .MP4 with .GIFV * Click on Preview to test the embed For example: Your browser does not support HTML5 video! https://i.imgur.com/tfgwzwf.gifv
In the tutorial on making a still image, it was mentioned that the texel density of a building in an Enivironment piece is determined by what percentage of the render size it occupies.For example, if the render size is 1920 x 1300 and the height of the first floor walls is about half of the render size, the vertical size…
Hi! Congrats on finishing the project! I like the idea, however the readability of the design could be improved, from the silhouette but also the interior shapes. For example currently, the beard gets visually cut off by the dark braces. Sometimes using different materials can help to contrast layers against each other.…
Agreed. But to clarify a couple of things: Modular simply means that you can assemble a bigger object from smaller, often repeating or exchangeable meshes. Your road bits are still modular, and you wouldn't tile the texure, but repeat/switch your meshes. If you want a basic setup for a freely tiling texture (so not in…
nice sketch swiz, for the face though, you might want to change the angle of her head so it's not a direct face-on stare at the viewer. maybe nsfw example 1 maybe nsfw example 2 maybe nsfw example 3
Added convex / concave separation, and its working on both normal map and vertex normals. Example with beveled edges (vertex normals): Example with a normal map input: And an example with some noise texture break-up and convex only edges: