1st January 2019 - Blockout (final?) I think this starting to really take shape.The overall layout is similar, but the changes to a flowing river/stream give the scene some nice focus and also introduces some movement to an otherwise static scene. I've also been thinking about where to place cameras to best show off the…
I decided to gut the room and rethink the composition. The windows were really not working for me as they looked odd either side of the fireplace and the opposite wall was really boring. I had issues trying to get some decent lighting in there, even looking at Koola's ace "Lightroon Interior" but I just couldn't get the…
I agree that the same knowledge can be applied to 3d. I guess the keyword in what youre saying is "good", and you could then go onto argue how a bad 2d artist can draw and produce passable results but with a better understanding produce "good" results. Perhaps im trying to make a seperation in 3d game art if anywhere, in…
You should check how it looks when applied to the final low poly model. Stretching is normal, it is normally due to the UV's not matching the exact shape of the faces on the mesh, which is unavoidable in some cases and perfectly normal. In most cases its desirable because it will account for the UV's not being a perfect…
Thanks so much for your feedback JLeeD! I will be changing the main garage part of the building to be more like the second photo, I really like the red white and black paint with cinder blocks. and I will be going with more corrugated metal around the scene. I have now added a metal fence and some grass behind and around…
@Quack! (problem) is, the cockpit is splited into 5 meshes. maybe I will import the masked planes as one unique mesh and not just put it into different material id slot. But result will be same, isnt it? @Obscura maybe NOOB QUESTION INCOMING haha :D how exactly will work this alpha mask? you say they will be " completely…
Wow you're right, starting high does seem like it makes a lot of sense...lightbulbs are clicking on in my head haha. Yeah a base mesh definitely seems to complicate things...especially with the deformation of the model being altered after it's been sculpted on as you said. For this model I started low poly though, but I…
If padding bothers you while working you can use the xnormal plugin to add it when you're done. Though honestly, you should just get over that, it's a pretty silly thing to worry about. If the issue is navigating your uvs, you should render out the actual uv layout and overlay it at the top of your layer stack, and toggle…
Update(Finally). After kinda reworking it to make it more functional I decided to drop the tubes and stuff and made the grip more grip-able :) . Anyway how my AO and normal turned out. I'm pretty happy with the way it turned out, I have to fix a couple errors in the normal but that's all. I've started to texture it but I'm…
I'm at baking right now and asides from some obvious errors, I think that this is coming out quite well. Things that need to be done are getting proper UV map layouts established (I just automapped) and some cage corrections to make sure everything is properly covered. Also found the geometry only after pushing out the…