Awesome sculpting details there guys. After I test these baking, I'm going to have to sculpt in some more now... @DemonPrincess Thanks for the advice. I will be more careful with it. Most likely going to add in a few more strands, and move em around a bit. I plan to utilize 3 uv maps. A 1024 for Head + Hands + Eye + Hair.…
Hey that idea of mip map direct editing seems interesting .... I never tried neither I knew it could be done , but for now I think I am pretty much satisfied by the last result ..... Here is a "small bush" Of course this is at maximum detail closeness possible to approach in teh editor ..... How does it look ? I added 2048…
I'm trying not to get too spec talky again since last time it happened, it just wasn't... well.... But I'll put this out though. Despite the conservative geometry, I am still using enough polygons to cover the silhouette. My most detailed prop has up to 800 triangles and my highest texture is 1024 x 1024. The high res…
Hello all! I just submitted a big SciFi Props Pack, 250 assets for creating your Sci-Fi interiors, PBR friendly Feel free to give it a vote please ;) https://trello.com/c/GCJRFqfF/381-scifi-props-pack -- Demo Level -- [ame] https://www.youtube.com/watch?v=zyNTq5F30NE[/ame] -- Overview --…
the problem is that you have modelled in all this small detail and then just covered it all with the same tiling texture so it all gets lost. You ref on your website for this piece looks nothing like what you have made here, only from a modelling perspective does it match. Study the texture on the ref you provided. Look at…
So I am running in to the problem where my normal map detail is getting blurred out because of the texture resolution (picture with 1024 normal map). I know what causes this and even some ways to fix it (link I found) Link I usually scale my UVs to be uniformed, but this seems like a fairly common problem and I want to…
Hi Everyone, This is my first post here, I've been too intimidated to post anything until now, but I figure the only way to learn is to get some advice from people who are better than me, so here goes. I am working on this old gas station from some reference pics. My goal is to create a portfolio piece showing that I can…
Hey wapc, I know that is kind of difficult to wrap your head around the "texel density" topic. I'll try to make some additional sense, based on what I understood by the time (hoping that helps you). :) To have a consistent look from different textures in your environment/game is a good idea to set a common parameter to all…
Got a little done this morning. Starting to look like something. Will get in rough detail over the entire model, then Dynamesh to a high resolution and fill in little things. I'm tired of looking at this guy for today, so it's quitting time. One thing I just learned -- had been Dynameshing at 1024 resolution, which is…
Yeah it was challenging to present these shots as large as possible, without being too large for smaller screens. That's why i made the layout more long than wide. Also i found that in a vertical layout, having different image widths made things look random and thrown together, so i reformatted all my images to be 1024…