Sculpting with a diffuse already made is even easier tbh. Just toss it into zbrush and sclupt with the texture applied, giving it depth where needed. I would say if you are having to hand paint normals, your workflow will ALWAYS be slower, and lower quality. Baking the map is going to give you better results every time, no…
I have a 3D flower model that blossoms. I want to move it's petal to center of the object to close the flower. How do I do it with shader code in unity? I already painted the vertex color to red on the petal and black on the center.
Grass and flowers are awesome! And I like composition. Nothing to add, nothing to remove. Everything on it's place. May be you can add butterflies flying above the flowers? It will be cute:)
Final Submission Story: Boldrin - The Beast Boldrin was a traveller, he travelled the whole world far and wide, wandered everywhere and saw hundreds of thousand things. But happened once, he found something that was even more beautiful than everything and what he never experienced before.Love. He fell in love with a…
Your flower texture seems to have very inconsistent texel density. That purple section takes up almost half of the texture, but is only used on a tiny flower.
Yeah MoP's dead on... try working lower levels first and move up only when you need the detail. I usually work with the mouse average at 4-5 and just make slower brushstrokes. Hiding the stuff you're not working on helps the computer keep up faster as well(=less lumpiness)...also if you're looking for even height on the…
Update#5 I have completed the retopology and UV mapping for the clothing. Although this is a game asset, I want to ensure it has a high level of detail for close-up shots. Therefore, I decided to maintain slightly denser geometry and increase the texel density to about 25 px/cm. I am currently deliberating between two…