I would scrutinise your final result for texel density but in fairness I'm a texel density nazi. strict adherence to texel density is not about how many pixels there are per metre, it's about making sure that the scale of detail like bricks, bolt heads and other such visual references are consistent and believable. If an…
Did the first batch of plants, I must admit is kind of refreshing to have to stop worrying about normal maps and stuff like that, but I think that I'm 3x slower doing pixel art and unlit stuff than realistic stuff 🤣 I'm not used to making this kind of assets, but is REALLY fun. Been watching a lot of tutorials, learnt how…
1:1 pixel crop (open image in new tab or save to see), 4 direction photometric stereo + 1 frontal lit photo. Shot on a Canon 7D (18 Mpix) with not so sharp Tamron Zoom lens. Your photogrammetry looks fine, albeit a bit noisy, and doesn't capture the subtle normal details that comes from photometric stereo even with only 4…
@sprunghunt Thanks for replying, but the baking improved a lot after attach a tube behind the wheel: Now, the result looks like this: It looks much better now, but this was just an accidental solution and I cannot be attaching elements to a model everytime I have this problem. Besides the areas that looked bad before,…
@Kainkun yeah, this spots looks a bit wierd to me. But again, i might be wrong Also, you can fix the seams between modular pieces by enter this values in the world settings: if it doesn't work for you - try to make lightmaps by yourself with good amont pixels between uv pieces, also between uv pieces and board of uv space.…
I think we're all in a general sort of agreement. You need to know when to work and when to play, once you figure that out you are well ahead of the curve. When you are first learning something, even for a crusty old man like me, you have to put much more time into it. This is why you surround yourself with people in your…
Yup Lerps are generally a big no , specially on the mobile-vr platforms (oculus go/gear). I personally don't use any blend modes except for add and multiply either, specifically overlay which (and correct me if I am wrong) runs an IF-like check on each fragment. There is also little to no point in using the PBR workflow as…
Hex : sure, here they are. Nothing special about them tho - just trying to be tight ! But still leaving a generous margin between parts, since the final in-game resolution is so low. And when the texturing is done I dilate everything so that pixels at the edges of UV islands bleed out generously. That way there is no…
Looks Great guy!, Only thing that comes to mind is a design critique, and that is the face, just doesn't sit right with me. Does the mask flow out from the helmet? it looks like that is what you tried to do, but i am not getting that feeling that it truly fits. so i say if you have the time redesign it. Also, I suggest…
(There is no image attached) Tools that are imported into zbrush can be selected under the Tool pallette (usually in the top-right of the default layout). Subtools can be selected by using the Tool: Subtool subpallete, or by alt+clicking on the subtool. Some actions will convert the 3d tool into a 2d image (such as…