Small WIP of my lowpoly. Body Uv'ed and baked (still need to tweak some bad spots with blockers and bake my material mask.) The head is still just the Lowpoly flat shaded too... stevston89: your guy looks awesome with his awkward mustache! Love it! And thanks for the TLoU reference pic. I wanted to find it later and use it…
acidrain: I just thought I'd make a quick suggestion about your technique and approach. You did a bunch of nice work on top of some weak perspective here. Make sure to set up some groundwork first, and learn to draw the face from many angles. Do this before you use color or lots of shading. I'll usually just start like…
Looks pretty sweet. I like how confident the shading is, when texturing females its very easy to make the texture too plain. Having said that I reckon you should start thinking about defining sharp changes in surface angle through tonal contrast instead of using lines as if you were drawing the details. A good example is…
Good work at wanting to improve. This isn't a great model for pushing your skills, as it's very simplistic and missing a lot of the tougher cases. The whole avoiding Ngon thing is really dependent on what you are modelling, they are actually totally fine on a flat surface. N-gons are mostly bad in cases where the plane is…
This is an area I struggle a lot with. How would you texture the green glass shade and a regular cloth shade so that it look realistic when the light is turned on? My knowledge thus far and how I would try to do it is as followed: Substance painter; using the metal rough with alpha blending shader > then adding opacity as…
I have a couple of models that use transparency that i am working on at the moment (Example: Window) and i'm running into a common issue with them. So to take an example, in Unity my game object is a screen and the metal edge around the screen. By setting the standard shader to transparent mode my screen object becomes…
I'm pretty sure the fabric is at least semi-metallic, but it could also just be an anisotropic material (or both). Paint and fabrics can be semi-metallic, it's often used to make plastic things look metallic, especially common for cheap bathroom fixtures. The reason I suggest it's probably anisotropic is that the light is…
I have a similar question regarding another art style. We should haave a thread called'' Help me define this art direction'' or ''what's the process to achieve this shading''. I'm currently texturing a character that I wanna export into Unreal 4. I wanna have this exact kind of shading (Wildstar- cinematic): [ame]…
You've got some re-baking to do on those normals. I'm seeing all kinds of shading errors and banding from what I'm guessing is 8-bit channel depth on the bake. I like your high poly and think it looks great. Can we see the wire frames for the low poly? The shape looks solid, but the normals are just ruining it. Once you…
Hey, I'm fairly new to substance designer and I'm trying to make this shape for an embroidered pattern, My main issue is that currently, the different elements don't blend well together because I'm struggling to create the depth needed to get the overlapping to work. Is there a consistent workflow I could use in these…