@MyPeople If by gaps you mean breaks in the continuity of the rays projected out of the low poly mesh during baking, then there is a quick fix for that: Use a cage. If by gaps, you mean general seams in your textures then yes you will, but keep in mind this issue only occurs along very sharp angles, and usually you want to…
Thx man. Still doodling around in the level editor to sort of feel around and figure out where to work to lift this thing. First of all I think I should bang up the bushes some so they are not so uniform. Then I have some tweaking to do, the sharp rush and barley just don't cut it, maybe I will remake them into better…
Ah! That mov helped tons! Your depth on her upper lip inaccurate. Its too flat, not puffy enough. Push it out a bit. As it is, it looks like she has a hair-lip. Chin is too sharp and she has what appears to be a tiny subtle cleft on the TOP of her chin. Eyes are too small in generally, and specifically not "tall" enough.…
Very nice work, Sami! I like this one a lot! I only have a few tiny crits: - The outline (silhouette) of his upper legs is very boring, very straight - even just a few extra polys on the sides to make it look like his trousers are wrinkling or folding would help, I think. - The strap holding his knife to his leg doesn't…
Hello guys. I want to try myself in creating characters and i am interested in stylization, like in the projects ZZZ. Please share resources, tips and experience in creating such characters from scratch. How to make clothes for them and other possible things that may be useful in this matter. Thank you for your attention.
I'm not sure how to create this effect on my texture and wondering if anyone can suggest somewhere to begin. Basically I'm looking for an effect that is garbled, but still sharp and pixelated. You can see it in this screenshot: The effect is caused by viewing my raw texture from an extreme angle in Unity, but I'd like to…
So Im going to make one weapon and I want to make something that has some sort of implied history to the object.The weapon I want to make is a looted scimitar that a solider has acquired while on crusade. So the look im going for is a Saber variant, with an Arabic feel. The weapon will have a simple but luxurious look and…
hey man, solid start but i think that AO doesn't look very good. if you want to go the dynamic lighting and shadows way, i suggest increasing the radius of the AO to make it more "ambient". the edges of the pillars and other objects are very sharp. although i don't agree with the saying that no edge is truly sharp, i do…
the face is a lot better than it was... !BUT! currently the polypainting you've done is masking problems in the forms of her face, so post some neutral matcap shots. the jawline is incredibly sharp, the transition from jaw to neck just looks like it needs a lot of softening. her chin, and generally the area below her mouth…
I've looked into it before and AFAIK none of that is really exposed in unity, at least for texture modifications (meshes etc, sure) if you know otherwise I'd appreciate any info you have or a point in the right direction :) the 'smeared edges' you see is a 5pixel margin around UV islands filled with the nearest projected…