If you look into your normal map you see that the texture itself includes this "bending". The segments in the normal map should look the same from top to bottom in your example scene. My guess would be that you might have baked the map without any phong- or edgebreaks - e.g. a model with smooth normals. Afterwards you…
try this in sculptris: 1. sculpt basic shapes 2. sculpt in details 3. sculpt in very fine details 4. change the overall shape without losing any detail I agree that its a cool new workflow, especially for the basic form sculpting and well proportion finding etc. i think its great for concept sculptures, but it will get…
what people said above. As to concrete skills: * poly modeling * UV unwrapping * texturing + materials + baking Those cover the very basics. Depending if you want to work on characters/organic shapes or non-organic (e.g. weapons, vehicles) you need to set different focuses of your learning. Possibly pick a combination of…
Sry for my lack of updating and responding. I'm really crunching this out.... I appreciate all comments and crits! I know the clothes have a very sculpy look. I would have changed it if I had more time but deadline is close and so most stays how it is now @Shimmer: Yes all pieces were first created and placed in Max and…
Welcome to polycount! well for ds specs im pretty sure artists never use photografs and do it all from scratch, as the specs are so low it will never get ''that realistic'' look anyway. Im pretty sure most artist would enjoy your uv maps and if they need to change something later they can right? :) Yes photographs need to…
i think you're ready to bake... j/k so how's having the ear separate from the mesh working out for ya? that hole on the back of his head causing problems for ya? and maybe in the mouth? what i'm seeing here is you're doing things a little backwards. for a character, typically i'd make a basemesh first, then sculpt the…
Is the first post supposed to be the lowpoly? If so, you need to balance your poly distribution a bit better. Right now you have 10 sided cylinders for the lights, and it looks like you based the wired on 10-sided cylinders as well. This makes no sense because the lights are much much bigger than the wires. If I zoom out…
Why do you want them to be perfectly equal height/length? Are you modelling something really technical that needs to snap perfectly together? In Maya you can turn on edge snap magnets for the split polygon tool, just go to the tool settings and set the number of snap points. Then it will snap to those points as you drag to…
You may want to post your textures to get some more accurate feedback, or post your highpoly mesh. Are you projecting your details to a flat plane or to your lowpoly mesh? From the shots you provided it looks like you could be a lot more generous with your highpoly mesh. It could use a lot more detail. In addition to more…
I downloaded this off your sig a few days ago because I like your work and I was glad I bothered. Some really impressive lowpoly and texturing skills man and only at the tender age of 18 :P (yeah I read your resume out of curiosity, and to be honest a lot of the English could be better but I know its not your native…