Ok, paintovers: #1 First, the red/green/blue ares represent chunks where I would model all of the detail "solid" without intersection. The purple areas are generally fine to intersect, but you may even want to consider modeling some of these solid, again as it will look better(seamless) in the end result The red lines show…
Really common with most engines actually(not being synced). Its not really been an issue that a lot of people were aware of until recently. Most people just assume nasty smoothing errors are "how normal maps work". Well, if you can't get accurate shading like with 3pshader, then it isn't synced. =P Synced doesnt mean "the…
Thanks for all the kind words! Im really happy you guys seems to like. maxmead: Its all made in one scene. I think I'm going to upload a camera flythough without any cuts to show the scene as a hole. Ive been working on this on and off though the year at evenings, but its really the last months Ive been pushing it to its…
@EndlessTinker What's right depends on what the model is being used for, what the desired result is and any technical limitations or special considerations that need to be made for it work in the engine. There's overlap in the general strategy of laying out topology for models but what's acceptable in a low poly model will…
Hello everyone! I'm doing a full 3D character for a final project for the university, and I would like to share some of the work in progress. I spend the most part of my time doing environment art, so I'm not used to sculpt anatomy as you will se here... For this project I decided to take for my reference a concept of the…
Hi! I’m the leader of a small dev team starting work on a hero shooter involving the talents from hololive as the playable characters! The gameplay will take inspiration from classics like Overwatch and Valorant, but for the most part will carve its own place in the genre with unique mechanics and a different take on…
I think it's a good start , just got to keep fiddling with it . likenesses are so hard to get right from sculpt to final render with texture The eye socket seems a bit too pronounced and the eye bags are making him look older,maybe just smooth them off slightly. it's all speculative though, as you look at the ref more, you…
Take a look at the maya sculpt tools. In particular the relax and smooth tool. On the whole your topology not all that bad. What's important is that your edge loops make sense. But they can't be made sense of by anything other than a human looking at them, and there is no prescription case
Hey guys! Right now I'm learning 3ds max from the ground up and to learn stuff better I always kinda pretend I was creating tutorials :D That forces me to think about things in a complete manner and to put those into context. Anyway, I was thinking about what different modeling techniques exist and that I was always kinda…
So this is an issue I'm having on my home computer (max 2012) & my work computer (max 2015)... I've actually always thought my normal map baking pipeline was flawed... there were issues that I could never seem to get rid of. No matter how much I refined cages, refined the model, laid out my UVs, changed smoothing groups,…