Do not mirror the flat planar shapes that you're getting issues on, instead remove the mirror edge down the middle, detach them from the main uv island and assing hard edges/smoothing groups to these areas. The problem is an unsynced workflow, if you were using a shader/baker that was synced it would render perfectly, but…
Nice to see you using some hard brushes there man, you work is getting better... I think its suffering a bit from a cell shaded look(i know you're going for the .GIF look but still) I would soften up the non-shadow edges(the hard edges by the ahdows are looking good) and work on your transitions esp on large parts like the…
Hard to say without seeing the texture itself, but you might also need another pixel or two of padding around your UV islands. I'm not too familiar with Unity's texture pipeline, but if it's generating Mip maps and pulling in pixels of the wrong color it could explain why it gets worse at a distance. You can also switch…
It's a hard skill set to market since its not as visual as art. I think you did a good job of explaining what you did in BR1. But it would help to actually see the triggers and helper objects that went into making that happen. It's also a skill set that is just different enough at each place that it makes it hard to jump…
Some pointers: -Give us a wireframe shot, it would make this much easier to crit. -Don't use black as a background, it makes the model very hard to see, use 50% grey -It's hard to crit the head and its texture with the angle you've given us. I suspect you used this angle to hide texture stretching? -Learn how to paint the…
it also kind of depends on what you're making and what programs you have available. if you have access to zbrush, for almost anything organic (and many hard surface models as well) you should just hop right in and do the high poly first. as far as hard surface modeling, kind of up to you. i would personally say that it's…
Gonna be honest, no clue what you're doing to make this happen, but it's probably messing with your entire sculpt if that's the case (making all proportions hard to judge, potentially messing up everything). Can you export to a true 3D program and see what the results are? More for curiosity rather than actual…
Keep at it guys, its hard times, but just keep yourself on top of it all, keep prioritizing and you will make great improvements! I just spent today Profiling and Optimizing my FPS finally understanding this engine more and more each day, hard to balance a lot of roles between a few members. Thank You! We really appreciate…
Gorazz, A list? There is no list. Why would you ask that? LOL, this guy... "A list!" Ha, never. Who told you? Not that there's anything to tell. Whoever told you might be on it. If there was an it. Which there isn't. Seriously though... if somebody compeletly drops the ball it's hard to forget about it. It may cost your…
The upper lip looks a little weird for me but its hard to tell because of the face angle. The lighting looks okay and the only "failure" i can see is on the upper side of the shoulder piece near the face. When i look at the other shoulder i have a clear side view and the bright stripe is on a plane with the direction to…