Very cool high model you've got, you should try sharpening the beveled hole's edges on the side to prevent that soft edge look you've got. It almost looks like that surface is soft and foamy because of those soft edges. And if the low is supposed to be a first person flashlight, then it looks good to me, but if its just a…
We finaly got the game released on Switch and Steam now! It's been quite the ride to manage everything on our spare time. It's great fun to see people climb the leaderboards in our little game :# I really hope some people have as much fun with it together in the sofa as we did during our own playtests. To conclude this…
I'm pretty sure they're using torchons, the paper blending sticks you mentioned. If you use a soft pencil to start off with then press hard and move fast with a torchon, it creates a very similar effect to that shown in the images, especially obvious in the lower left area of the 2nd image. You can also guess that because…
Lol! I didn;t get it I thought she was standing on the sofa... god damn. and I'm, 6.5... (195cm) My dream girl.. vanessa paradis Yup. call me old fasioned.. It's her lips, i cant help it when I see good lips, they make me go kookoo I'm getting close tho. And this is just from a few pix I had around. One day I'll get her…
I don't know if i've experienced this, sometimes I know 100% that I'm asleep, but I can't move - I know that I'm laying on my sofa or w.e - usually it lasts for like 5-10 seconds, I save up all my energy and push it out in one go and it breaks it. I lucid dream alot, I usually know I'm in a dream the second I go to sleep.…
I am using fbx to export meshes with soft and hard edges, and with the smoothing groups option checked for the fbx plugin when exporting, and it's doing a good job in converting the normals to smothing groups in Max. But I remeber that if you had a mesh in maya that used the average normals technique and not the soft/hard…
It's more of a "soft limit". Assuming this is for current/next gen hardware and platforms, geometry really doesn't matter too much. This soft limit can simply be like "ok wow this asset is 40,000 triangles.....pretty sure this can look identical at 20,000 triangles given its scale + amt of details". Nowadays, just make…
I tried exporting a quad from modo in fbx (with UV projection). I create a transparent image in Affinity Photo with some soft airbrush stroke, etc. And exported as TGA (and png with alpha channel, similar results with both). In toolbag 3: I import the fbx, create a material, and assign the TGA image in albedo and in…
Hey you seems to be practising very regularly, it's good ! =) My main crit would be that your sculpts seems lacking of bony structure. The back of the hand for example is very round, as if the metacarpus were soft and bent. About the same for the faces, the bones are not formed enough and everything feels a bit soft. For…
Baked the fbx files in maya2020 + 2024. unlike 2020 maya 2024 can use mikk tangent space now which gives an obvious difference in the box soft bake normal map. bake settings are identical. top 2020, bottom 2024. also painter 9.1.1 (both left to right: hard, soft, bevel. screenshots in app viewports. attached are the png´s)