using smooth normals works when everything is perfect but at no other time. in practice, if the model looks good in an untextured, shaded view then you're in a good place to start baking. it's not a guarantee that hardening all your shell edges will look the best but it's a good starting point
cool character i'd also recommend starting with a simple low poly base mesh. this way you can stay focused on the most impactful decisions first - proportions, shape, silhouette. It is more efficient to nudge a couple vertices that affect the silhouette compared to sculpting on virtual clay. give it a shot, you might find…
Hey, I recently created my portfolio and would like to receive criticism of what I could improve and tips of clients to send to get started with freelance work. https://www.artstation.com/thallesvrl
A tiny update on the color ranges: In the current implementation you can define a range of how many colors will be picked from the above swatch set. I also started to work on the possibility to switch between differnt swatchsets.
Does anyone know if anything cool appeared in AI textures/ materials field? Ai normal and height map from photo? I tried recent Sampler and see no difference , still same blurry , soft, unspecific normal maps . Any better alternatives recently? I sort of lost my hope and stopped to invest my time but still wonder if anyone…
Starting to pass things into UE5, and making materials with random textures i had lying on my hdd, haven't gotten the hang of lighting but getting there.