As Jacque mentioned you've got quite a few anatomical anomalies, but I think it should be salvageable without too much reworking. Forget about texture, posing, lighting and everything else until you've got that sorted. First step, get an untextured, unposed version of the model on a 50% grey backdrop and take some…
It's definitely interesting for sure. Looking at it again, attempting what you describe with 3.1 leads to a result similar to what you are getting : a bake capturing the smooth profile of the normals from the multires high, but arranged according to the geometry of the low. But this happens only if "bake from multires" is…
You barely need highschool (GED, A-levels, VCE etc) to do game art. An art-related degree helps but it's not necessary. An internship is a good idea if you can get one. What you do need is a great looking portfolio. Good looking art will get you noticed and get you interviews.
Hi, i am trying to finish this game model topology but having problems at the hair area. As you see on zbrush screens i have deep strokes on the hair part, and was curious how it was going to look like (after normal mapping ) if i had a round mesh retopologized at the hair area. So i decided to get hard corners and edges,…
Hi! 👋🖤 My name is Swapilla, I am an indie director, writer and animator. I'm a former Roblox animator and current UE5 creator. I’m currently making a massive long-term and unpaid passion project. A 10 episode animated horror series made entirely in Unreal Engine 5. The series follows Sean and Steph, estranged siblings, who…
Hey everyone! I began this project tonight and I thought for the first time I would start an actual thread and show what I'm doing throughout the process. For this project I'll be making a smallish diorama of Val'Sharah, a forested area in World of Warcraft Legion. My goals with the project are to try to emulate the…
Thanks. Sounds like I should just leave the (Offset) 1 space for the symmetried geo then. I don't know if it makes a difference but its going into Unreal. The other option is stacking, but I thought that created issues when baking normals and AO (unless the geo was exactly the same) -is that not the case? EDIT: I won't…
You went a little overboard with the splits but at least you have the basic idea down. I probably could have worded some things a little better in that video so people didn't take things this far. I made a paint over showing you some places you could stitch stuff together and still get good smoothing behavior in unreal.…
getting much closer to finishing up this high poly, only the secure lever left to fix. hopefully i can get to doing this low poly in the next week sometime. im still getting the rendering problems with the floating geo casting shadows. is there a way to fix this? i tried going into object properties and turning of cast…
So here's the low down! and a fix for your max problem. First the fix, go into sub-object and grab your all the faces on your model, Shift drag and make a new model, (this is the fastest way to fix your issue) your geo has been corrupted by something you did, or by importing it from another package. You can also convert to…