Woah great job!!! And great attention to the hands too, very nice. I feel like the body suffers a little bit from the sculpted smoothness syndrome tho - it is as if you somehow lost a few geometry planes defining the blody structure, melting them together a bit too much. It *might* be possible to fix it on the lowpoly.…
seems like a good approach if you have in your head all the pieces you need to make. I personally find what i need to make, then section off everythin into big chunks and figure out what i can repeat and what needs to be unique. Trim and such is just time intensive. Most trim on basic buildings is really simple shapes, so…
Yeah, making these highpoly meshes is nothing compared to retopologising the lowpoly meshes around them. Angry Penguin is a smart cookie. Nice work! I had my doubts when I read the story's synopsis, but ofcourse that's something that I should just wait to see inside of the game itself, and these assets are looking good.…
Ah yes I see what you mean. Surely those "fillet" scripts in that link which was posted do what you require? Gamedev: this can still be useful even if you're making highpoly meshes and baking normals, since if your larger polys end up "flat" (as the far right example) then you will end up with less gradients in the…
your understanding of a bake group is correct, they remove the need to explode a bake model and batch render then composite together groupings of the asset. i haven't used toolbag for a few years but according to the "Intro to Baking - Learn Toolbag 4" (ep 6.) tutorial video, every lowpoly object placed in a bake group…
Seeing your actual lowpoly edges with a baked normal map applied is expected - as it's a limitation of baked normal maps, as the "illusion" can hold hold up for so much distance. This can be solved with chamfering your super hard 90 degree edges, or maybe even higher resolution bakes, but this all comes down to how…
June 15, 2018 original concept by myself! also recently rerendered!! I wanted to challenge myself and create more dioramas with environments i was unfamiliar with so I tried doing a beach! for some reason back then i was really insistent on using strictly photoshop instead of substance painter so this era of my work had…
Hey @MisterWolfen my end goal is juSt to make a game character. I am quit experienced with lowpoly models and Uv unwrapping. Now I am dedicating my time on this model to be completely game ready. Also want to learn normal map baking. I will look into some ref images as you mentioned( I used a ref image for basemesh). Also…
Front grip has wrong wood grain. Needs to be horizontal, otherwise the wood would easily snap. Drum magazine needs more sides because the silhouette is very choppy. You can drop the center loop, though. Get rid of the 6 sets of 3 bumps (which should actually be just two) as well, just texture those. The receiver has a lot…
For the door edges just model a small bevels inwards. For nromalmaps, I wouldn't really recommend baking them unless you're going for some big resolution, as they come of cleaner in photoshop with nDo for example. I'm doing a car right now, and I decided to remove al panel lines from the high poly, to draw them onto the…