I'm calling this done. More images at my Artstation page https://www.artstation.com/p/BrkQ6 Project Self Notes: -When exporting from MD, keep unweld and get UVs. -Its better if you texture first then layout haircards. -Had issues in mouth corners, I wonder if bakign with an open mouth would give better results. -seems that…
Ahoy I'd recommend you put the focus on your work, as your portrait stuff is really strong, and really trim down the rest of the site. Keep it simple with your links at the top, as you have now, fewer images in layout (personally I'd go with no images) and make the images of you work a lot larger. Consider using something…
Update: I have completely redone the color layout of the site. For those, who haven't seen the previous version: The homepage was quite dark. I switched now to a quite bright design / color choice and introduced some more color with headline color changes and some more pictures in my "About me" section.…
It will affect your baked tangent space normal map. The data in the texture is encoded to the verts so if you add topology the data will break. You would have to rebake. The seams on the Order unwrap you can tell from looking at the UVs: seam from top of head to end of neck at the back/eyebags/mouthbag/nostril holes/ears.…
+1 for 3dsMax Canvas tool, works quite well, has transferable PSD layer setup so its easy to go between PS and 3dsmax, wouldn't install an extra program because of seams if you already got 3dsmax. although if you work with multiple uv channels you might have to temporarily load your other uv layout on to your uv 0. copying…
I honestly had no Idea thats what you where going for. its looking more like an artstation copy/portfolio layout at the moment. If your going for new blog I would look at some other similar webpages to see how they lay stuff out. you dont even have to look at art blogs, just find good webpages with similar functionality…
I really love how this is going. Keep it up. If I may say something about the image layout it self, I would say to add something like " from the concept of Juan Gimenez " and " By Jonathan llinares ". with the title font size beeing slightly smaller than your real name. I'm pretty sure it won't be the last time that…
What game are they from? Can you show the wireframes? It really helps to show a "backface culled" wireframe, which only shows the front side. Easier to interpret the mesh flow when you're not seeing the rear wires too. Most game developers use a custom mesh layout, and it's usually different in each game. There's often a…
things tile on there own as they extend out of the 0 to 1 space. or in a case like this where there are many textures in the layout you can simply just map multiple polygons to the same part of the texture to tile things, addseams if needed. when I said just try it I said that because you will understand better once you do…
Make the high version first and UV map it. You can remove geometry by hand, while keeping the UV layout intact as long as you don't delete a edge that is a texture border. When making lods in maya i keep my uv editor open in my 2nd screen so i can keep a eye on whats a texture border, and how my edits are effecting my uv…