I change the pose, to more relaxed worked on 65k, avoid asymmetry. Searched form Form in the concept, I wanted to adapt. Did a sculpt in some idea of my anatomy from memory, but had to open the bammes for arms and back, I should train more anatomy. Take back all Fluffyness from body mesh beside the Face and Ears. Created…
I will focus on 3 issues for now: 1 - You really need to pay more attention to proportions and sizes. The concept room seems to be roughly square while yours is very wide The platforms are between 4 and 5 meters wide with the lower area varying between 3 and 5 meters. The angles of the platform shouldbe a strong 45 degree,…
The grip could use some more work. The front of the grip should be smoother, and both the grip safety and the rear of the grip seem too thick. The base of the magazine also extends a bit farther beyond the grip. I don't care for the color of the grips, nor for the lighter area on them. The screws are also typically inset…
So a high to low process involves building your high poly mesh (dense mesh) whether it be through zbrush or another program. Then once you have that finished you want to retopologise it, which is essentially creating an entirely new mesh using your high poly as a reference. The key here is to maintain enough detail in the…
I daisy chained some commands together into a script that MIGHT help with automate the manual process a bit. It isn't anything too complex and there might be better, more advanced ways to generate the needed topology but this should get close to the same results you're getting manually. When executed it does the following:…
No problem, here is an image illustrating the part about loop rotation Simply add another channel in photoshop (alpha channel) with 100% white on the areas you want to show and 100% black with areas you want to not show > save the image as *.png for instance since it supports alpha mapping > go to attribute editor in maya…
This might be of help: http://www.andyzibits.com/tut_low_poly_trees.html http://forums.cgsociety.org/showthread.php?t=356544&highlight=tree+lowpoly Here is another one: http://www.3dlessons.com/tutorials/Creating-low-poly-foliage-47883.html Also one tip is to make sure and make things darker towards the inside and lighter…
What kind of game would you put that Building into ? The texturing and ground floor design is impressingly boring and plain for an FPS or 3th person game. It would work for a classic top-down game (RTS or something like Freedom Force with a more realistic look) but then it's missing the details where you'd see them more,…
See that little bit of a polygon hanging out in the gray area for your brick texture? That's what the seam is. It's wrapping around to the other side in the middle of a polygon. Your texture isn't perfectly tileable. If it were, there would be no seam there as the edges of the texture would match up. I never used Quixel so…
Hello When baking a curvature map, artifacts appear Something similar to polygons This happens both when baking from a mesh and when generating from a normal map I bake it in substance painter Does anyone know how to fix this? Thank you!