Hello polycounters! This is the premise: I'm trying this new workflow for medium/large props. In short, what I'm trying to do is bake the least amount of normal information from the highpoly to the lowpoly, and then stretch/duplicate/mirror the various pieces to form the desired mesh. I'm using separate id channels for…
So I saw this contest and was excited because i just finished an illustration of an inferno lux skin that would be perfect for this, and then I read the rules and saw that it has to be brand new. XD So I present to you Ice Wukong. I'm thinking of changing the right arm pose to bring it up front clenching in front of him.…
Hey! This is indeed a useful skill, and we do have lots of resources to help explain it (and many experienced artists here who do it!). An atlas is one way to do this kind of workflow, where all the UVs are contained within the 0,1 uv space. You can mirror and stack UVs to reuse space, for example to UV both left and right…
Hey, everyone! I'm having a problem with the lights in my scene. Whenever I try to put a light (like omni for example), I can't see it. All I can see is the Gizmo but not the little rhombus thingie and if I click away, I can't select it anymore. I can however see it on a reset scene. The lights don't appear on the list of…
I have been playing around with Rim Lighting, to get my normals to "pop" more. What is the standard practice to using Rim Light though? I have tried both Diffuse slot Rim light and Emissive slot rim lighting, as I have seen example of both. Has anyone had good results with either examples? And what typically yields the…
Yeah, the campfire isn't one color. depending on your angle there are also shadows. Right now the fire looks like fluorescent tube lighting and if it is lighting the dark side of the barn, it has no fall off. I like what ThisisVictoriaZ said about colors. The sun side would be warm and shadow side cool. The left and right…
Hi guys, I´m trying to understand why what I see in the viewport when I´m puting lights is so different to the final result. In the image below you can see both. I created the spot on the table but after building lights the circle around is gone. And I would like to keep it. I need to create contrast between light but all…
rafiii Be aware Designer's openGL render is outdated as hell with very dim highlights vs typical modern game . Iray is better representing what will you see in a game probably . And you should look at such material with sharp light to surface angle to be able evaluate it right . Just my extra 2 c. Front illumination…
Honestly depends on your target use case. For most modern purposes you want your ambient occlusion as universal as possible, so a skylight is used. With light tracer engaged this basically performs a number of random raytraces and sees how many escape toward the sky, and how many hit another part of the scene. This means…
Can you show the wire shos of this? Are you using reference images? Can we see them? Right now everything is pretty bland looking. It looks as if your texture sources are desaturated images that you're simply filling a single colour overtop of with. r13 hit the nail on the head with his comments on adding more detail -…