ok, here we go. Here is a rough and quick example of what i meant in my previous post. Please note that some stuff (especially textures) r only basic and simplified examples which show my point, and they were not fully elaborated for final quality look :P First of all, when u deal with low-poly vegetation u need to look at…
Someone correct me if I'm wrong, but the biggest learning curve for me was that there are two ways to do PBR. Just remember these key difference: Metalness: it controls how much something reflects. So the difference between a chrome ball and a rubber ball. Obviously a chrome ball is very mirror like, right? Roughness: It…
more examples: from original cube in the middle... A cube's gesture smoothing approximated on the right. Catmull/Clark SubD approximation on the left. one to one correspondance example ( the original vrts are coincidental with the gesture... continuity "travels through" the original geometry ):
This post brought a tear to my eye! Thanks. I appreciate this insight. =) My questions already been answered, and at this point I'm just responding to people, really lol. I've decided on a strategy. I'll provide an example of the skill I want. Or examples
If you're going to be showing the wires of your highpoly source models in your portfolio, I think it would be a strength to have some examples of both - the attentive lead looking at it will probably perceive this as a positive example of your knowing more than one technique.
Looking good so far, but for the folds i would look into some stylized examples and go into that direction. right now they are too blooby and wonky. give them some clear straight lines and directon. for example: https://www.artstation.com/artwork/PmGdJL
IMHO I would rather start by enquiring with the shop if they can even process polygon models at all ; because if they can't then the time spent sculpting in Zbrush would be wasted. But if they can, then you could get some example files from them to see how they set them up : do they need a thin surface, or a thick slab,…
Ok, so after poking around and doing some reading and thinking on the problem, I'm starting to think my initial guess was right - that this is an issue of gamma correction. This means two things: #1 - You artist types arent just smoking crack or anything :P In fact actually whoever originally picked up on the whole "use a…
So one thing that really stood out to me that hasn't been commented on are the UVs. They are totally fine if you need a quick auto solution, but will be an absolute pain to work on if you have to do any serious texture work. Ideally, it's best to orient UV shells so they are horizontal or vertical, and straighten some of…
Hi there. As I've been working on a pistol project I've gotten some good feed back, And some question on edge on control in zbrush. After seeing such interest in it, I wanted to see what i could come up with. The biggest thing i came up with was creating a retopologization in all quads, Then creating fast edge loops with…