Welcome to Polycount (both of you!) I think your character concepts are great so far! One thing I always ask myself when reviewing concepts is... is this enough information for a 3D artist to reproduce the concept in 3D? And looking at your first couple character concepts, I'd say no. 3D artists need to see the character…
Why do we have to "normalize" our normal maps? Here's an example that hopefully helps illustrate it! Notice how the lighting is messed up in the edited normal map. You can't see the windows anymore on the dome and donut, and even the flat background is reflecting the wrong colors. This came up in my last post; I shared…
Subdivision sketch: it's not the topology. One question that's asked over and over is: "How can this shape be attached to a curved surface?" At some point, often when just learning how to model, most artists end up asking this question in one way or another. The short answer is: just match the segments when possible and…
Welcome to the 'Retro 3D FAQ', a thread dedicated to sharing information about the creation of 3D art for game consoles made before the age of programmable pixel shaders. If you enjoy the look of 3D games from the 90's and early 2000's, and would like to learn how to make such art yourself, this is the thread for you! :)…
This is a great start! I think it could help to search "gondola boat plans" for example https://www.veniceboats.com/it-progetti-piani-barche-gondola.htm They have a peculiar shape, with a strong dip in the middle. Your model could also use more evenly-distributed loops, to give it a smoother curvature.
These are great, keep going! When I was lighting game levels, one approach that really helped me was to gather interesting imagery, anything that caught my eye, then use that as inspiration for my lighting work. For example, one of my tasks was relighting the same game level assets in different styles. This reminds me of…
Here's a handy material that's helped me out a lot so I figured I'd share with the community. I didn't invent this- @almighty_gir gave me a hand and was kind enough to take some time to explain how it works. The problem: I need to create accurate topographic lines from a 3d terrain, which are later used to create a map…
Like this? Look for syntax here in the "Example" columns. I didn't see Bit Depth, so I just guessed it could be bitDepth:8 https://learn.microsoft.com/en-us/windows/win32/lwef/-search-2x-wds-aqsreference