Hello everyone, I'm new here! I would like to ask you for advice on how best I can further develop my portfolio. I'm an aspiring Environment Artist, and I'm trying to apply my skills to creating stylized environments. I would be grateful for any advice, criticism, or guidance. Am I moving in the right direction to become a…
Hello, thank you for sharing this work with public. It looks extremely useful. Sadly I also came here too late for downloading it. Would be great if you could reupload it again, please 🙏 Would be even more awesome if you could add a tutorial about making it to your Patreon or a brief guideline on how to do it on our own…
Looks like you started with a too high rez. Unless you are experienced the work is always going to look like lumpyvill. Start low, get the layout right, then go in and define the sculpt. Just my opinion, but concentrating on separate body parts as a study method leads to unbalanced learning. You can see this at times with…
you probably figured it out already, but the animation only needs skeleton to work. you can associate any skinned mesh with it later non-destructively.
An Atlas texture is a file with all the textures in it. For example the albedo. If you want to use trimsheets you just need to do the UVs over the image. Is compatible, you could do an Atlas of the trimsheets. In that image what is reusing is the geometry (albedo, normal and everything) of a wooden plank or a log. You can…
it's a cool idea but you need to work on your anatomy. In Zbrush you have a great ecorche model that you can use for reference. They eyes are a bit wonky and the musculature needs work. Good luck!
No, this is not currently possible. Generating AO from the displaced mesh should give you more accurate results though. Can you an image of the problem you're having do it this way?
Do you mean you pack all the props into a single non-overlapped atlas uv layout? Why not pack these props all together before you start texturing? Also, what software are you currently using for each step?
The eyes look flat. Put a finger in the middle corner of you eye and one in the outer corner and with your hand level with your face see how much angle there is. Never do a closed mouth model when it is for yourself. You are missing 20 percent of the learning opportunity. Keep your retopology polygons as square as…