I am 100% convinced this is the way you rapidly get better: https://polycount.com/discussion/98654/super-summer-character-art-boot-camp Just stick to making 500 polygon 256x256 Diffuse Only texture models. Make one a week.
Is there a reason you aren't using the actual paintings? (Aside, of course, from museums' rather ridiculous claims to hold copyright on 500-year-old paintings...)
Ok so this guy was textured completely in Quixel and Zbrush as we wanted to play with both Quixel and Substance. Again what you see are 4k maps and around 50k for the whole uniform.
Modo is weird. I've been using it for years and love it, but find it very difficult to recommend to others simply because of its off-putting quirks. For example, its modelling tools are great and you can work quite fast if you adapt to using keyboard shortcuts as opposed to the UI, and its UV tools are just as good. But it…
I tested smoothing groups along UV texture border edges vs 1 smoothing group quite extensively a few months ago on statics within the UDK (from xnormal and maya bakes with custom cages). I was less worried about the compression artifacts and more concerned about the seams once imported ingame. I honestly thought I would…
@Zombie Acorn Thanks for your added input :) The issue is really whether those 500 other 2d rpgs were by the same company/team/publisher, and so forth where it wouldn't be a problem. Or whether those were non-commercial or small commercial games that weren't widely known. Because in those cases it wouldn't really present a…
My point is that the paper itself has no value, which is what your friend's proverb seems to suggest. I wouldn't save my diplomas in a fire, either, but that doesn't mean I don't value my education. Where is everyone looking to go to school that has such back-breaking debt? With a combination of scholarships, grants and…
Still kinda confused about this :P Part of me is thinking to remove all non-silhouette lines from the high poly and just use that in-game at somewhere near 500 faces (by cutting the 36 sides of the high to 18 as well as taking off the extra lines on flat surfaces) and just use the normal map for surface details and making…
Glad to see I'm not the only one who is annoyed by these things. As I've said on the Foundry forums, the current version of Modo seems overly complex for no apparent reason. Modo is powerful and it has potential but in its current form, its not giving me any reason to jump ship from Autodesk. Once upon a time, Modo was…