This is looking very good. One of the things of the concept i realy like is the camera angle. Sharp vertical looking down. You seemed to have softened that and made it less sharp. I was just wondering wether this is the final camera angle or if you're planning on exploring a bit more? Will be following this!
It's hard to tell from the render you've shown, but it seems like your edges are really sharp, too sharp, in fact. Might want to soften those up to allow for a better bake. Otherwise, I'm liking what you've got so far! Looking forward to seeing this progress.
Edge tightness = How sharp the edges are. Baking normals works better when the edges are smoother or more rounded. If they are too sharp then you will get artifacts or shitty bakes. Just loosen up the edges if you intend to bake it down, if not then it doesn't matter. Good work so by the way, looks good!
Currently trying to come up with an art style, focused for game usage. Still in a WIP state. Not using any textures here, just plain colors. Utilizing the usage of edge sharpness to give a medium polycount character to have controlled low poly features to get sharp and neat aesthethics. Looking for critiques and any…
Hello Polycount! I am a 2D digi/traditional artist. I am currently trying to polish up my portfolio and get going in the right direction. I hope to learn and share with whomever I can. Thanks! ~zsharp
I am trying to figure out is this "more details create superior results" is what players want really. They IMO often misinterpret their own impression. Like all that talks of lighting on games forums while all the games have mostly same lighting for pretty a while already. The difference is only what can accept dynamic…
Hi there, Please re-read my posts above carefully, and also please manipulate actual model examples like a hand or a an analog to that spherical grenade/vial thing. As only thinking about these things will not get you very far - it just has to be manipulated to be grasped. In the case of the hand, it wouldn't matter at all…
@Eric Chadwick I should've specified that I am using a height map. I was originally using the height map of the dirt but instead switched to noise because I like the effect more. I'm using the 'layer blend' node to make it work. This is the new height map I've been using to try and force the contrast / sharpness a bit…
Looks pretty good. That is an awesome shoe. I think maybe the creases on the jeans might be a tad too sharp? Denim tends to be a thick material and have big rounded folds rather than sharp creases that you might see in something like silk. Other than that, I like it a lot.
Current HP, simplified the wraps and now gonna take a pass on added some sharpness and edge-work to the cloth. Right now it's feeling too soft and I want some sharpness to mirror the edges throughout the rest of the mesh. Let me know if you have any close sculpting tips you swear by!