For instance hard surface automotive content e.g. Gran Turismo PS3, their vehicles we're generally 500k tri count so fairly comparable to budgets nowadays mitigating potential efficiency bottlenecks excluding evolving tech, remains fundamentally unchanged i.e. well thought out topology, uv's, LODS...etc As already shared…
Hi there. Thank you for your feedback. I did consider mirroring the to sides of the blade but there was a baking error. I actually want the edge where the side transitions into the back of the blade to be seen as a soft edge instead of a sharp edge as seen below This meant that I had to make the set of polygons as circled…
Solid progress! One comment, if you don't mind: some of your object edges are super sharp (the edge of the thumb-tuner, the nut around the base of the tuner bolt, etc). When modeling, the edge thickness you aim for can vary depending on what you want your final output to be (a normal map for a game mesh? Realistic model…
Pretty nice man! I really dig the silhouette on this, since you plan on starting over on the texture, I would really take a stab at better use of the UV shells. I feel like you could get 25% the resolution gain if you really pack it n tight. What I find works best packing, is to to initially look at everything zoomed out…
Thanks again for the quick response Joe. I downloaded the trial and started to play around with it. Firstly, it's excellent. Really easy to use and really fast results. It's brought up some new questions, that maybe you could shed some light on. I've uploaded a test video as reference to my questions here…
Those tutorials aren't totally helpful on old stuff. AO isn't necessary if you're doing handheld things, only when you get to source/hl2 spec stuff does it become useful. When doing low poly stuffs, pick a global light source and stick with it; inconsistency is the worst! For metal I find good old dodge and burn on flat…
thx to all [ QUOTE ] My main crits: The pose and camera angle are making her right arm (on our left when looking at the image) seem tiny and not attached at all, I'd maybe try to find a more natural looking pose or camera angle for that. [/ QUOTE ] I really like the pose, but I woke up this mornig and hated the camera…
Hi! I recommend sharing the references you're using too, so people look at the same source as you. If this is for a game project, I recommend getting this into engine early and frequently checking there while working, using the game camera. Overall it might be worth blocking a play-space out first, then making it pretty.…
Substance Painter 1.1 is out, with a ton of new features and content! To celebrate the end of a fantastic and exciting year for Allegorithmic and this release, Substance Painter and the Substance Indie Pack are both on sale for one day only on Steam and on our website! Thank you all for your support and Happy Holidays! We…
Most of you are I'm sure familiar with SS2 (System Shock 2), but if you are not, here is a link that has some nice screenshots. http://www.saleck.net/creations/gamefixguides/systemshock2mods.php My main questions is as a beginner to texture mapping. What is a good method or workflow to get that exact style of sci-fi…