I was looking at Amelia Rowcrofts process videos, she has her own likeness tutorials on her website. I noticed how little she adjusts the features back and forth after the initial foundation, so her method of measuring the face must be really solid with how little is being adjusted at later stages…
so im understanding how the normal mapping is working here but can anyone explain to me how in the example from the OP the two sides of the example cube dont have a seam in the albedo/roughness etc? a substance wouldnt tile between these two places. It'd be tiling from top to bottom no?
Lead by example, Tekoppar. What other genre could he make? Note how you also quoted 'or something'. And on top of that, what's wrong with suggesting a 2d sidescroller? There's just simply a lot of reference online about them, as well as just all-out example projects that you can study.
Because on example b, you need to have the whole box uved, and a big chunk of it is being hidden because it's intersecting the other box. example A is more sensible because even tho you have more splits, your're not wasting pixels with things that won't get visible. does that make sense?
Wohooo, Scary! Okay, I have a different approach! What if I pay for a finished product? For an example, the artist already have something completed and I get that? Then it will be cheaper? For an example I have a thread, and artists show me already completed work that they can share with me to use?
Very nice! But for example there are some cool things you could do to make this look more cool in FP. For example, flip the front scope rail base to the left side. that way you would get that sweet clamp showing in FP instead of being hiden on the right side :)
Generally that's a good rule, but if there's any kind of articulation or animation then some of those hidden surfaces will need to be retained. For example if the cushions are meant to be removable. A better example is a chest of drawers... if the drawers are open-able then you should include drawer interiors, but if it's…
Hey, after taking a look at the Blend file, here are some notes: Lowpoly - lowpoly has some hard edges with no splits UVs (for example along edge the blade) - this will result in artifacts when baking the normal map. Using the "Auto Smooth" modifier, which shades edges hard by angle can easily introduce such cases that go…
I like the style :) For optimisation is important that the overall shape stays the same. And the resolution fits the screen space resolution. For example the back of your chair has a lot of edges but no details like curved shapes. It's easy for you to collapse every seccond edge. The leg is also a good example for deleting…
i am sorry i should have clarified that i used the dice as a grotesque example .. you can definitely predict and affect the outcome if you had some kind of a supercomputer or if you were an avid craps player .. but abstractly shaking and throwing a die is the only example i could come up with