You cawirrexx said: Are you trying to bake this or model it? Here is a 3D model approach thats quadrilateral with retaining loops And here is a deferred decal approach
If you look at the example Nanite meshes that come in Epic made projects like the Valley of the Ancient they're not raw 1GB meshes. So the idea that using Nanite means you never reduce the polycount on meshes or do any kind of optimization isn't something that's practical. Even for non-realtime rendered projects (eg: film)…
Very cool that you started a full character :+1: Regarding nailing down the characters overall shape/proportions, you could try capture them with simple/low res geo first, to set some confines to work within. A Blockout step if you will, balancing all elements at first and getting the "feel", without caring about…
Walk cycles are HARD to do well. I can definitely see some influences from the book, which is good, but if you want to be an animator, trying to make it look better by adding lights and textures is counterproductive. This is a phenomenal video I strongly encourage you to follow. It's in Maya but the same principles hold.…
I am now open in taking 3D commissions! I create 3D characters that are semi-realistic, I am open to anything but not in gore, NSFW, mecha.If you are interested, email me here: coltg030@gmail.comMy Portfoliohttps://www.artstation.com/coltg03
Hello Maxime, I see you are interested in full time work. Do you speak English? We're staffing up. Are you familiar with Unity? Really great stuff btw. Hit me up here or on Artstation.