heey guys always if i bake in maya i get some rare black things on my normal map if i see him in maya like this: http://gyazo.com/c0c3483e8357541f10aa6f3f74b5a711. How can i fix this or am i doing something wrong?
This is a personal project with workflows of an digital double type character trying to achieve a realistic interpretation just by using photo some reference from internet. I am learning Digital Double so any suggestions are really appreciated. https://youtu.be/Izj4pUKH-B0
Hey guys! I decide to start my sketchbook here. I hope you enjoy it. I'll start with some old stuff that I made, critics are very welcome lets share ideas. So lets start. Thats a fairy bust that I was trying to do last year inspired by artist JenniferHealy http://jenniferhealy.deviantart.com/... Here's my initial sketch…
Ah, you have hidden your reply well :sunglasses: Fog cards I find they can help to elevate vistas, but to my knowledge shouldn't be layered too much due to the increased cost of the pixel on screen (Overdraw). Sample Projects I would follow the path Eric suggested. I haven't tried this one, but going by its description it…
A matte painting done for a personal project. The base is a photo taken near my home. I used some free 3D scan models from Sketchfab. Many thanks to them: luyssport, Ptis, CODAME, Renafox Some crops: The original photo The making of https://youtu.be/xW-R15jCnhw
http://features.cgsociety.org/story_custom.php?story_id=3659 Goddamn! That is nice looking! Although I'm not very familiar with anything warhammer, this looks like it has a much more fantasy look rather than the more post apocalyptic look other warhammer things have. But there are just some beautifully rendered scenes in…
Hey guys, I was wondering, what is a good averaged polycount for an environment or character model for the psp? And what about texture sizes? What would do good so a psp can handle it. I'd like to do more low poly stuff, that's why I want to know Thanks
Hi! I had a moment to look at the car. Assuming you don't want to do many further edits and are set on baking, I would would mainly optimize UV space to get as much out of the texture as possible. Offset and stack UVs of mirrored and repeated parts (I believe you're already doing this). Reduce size in UVs of areas that are…