Spent yesterday on these ribs: Test-bake:This time I'm very happy with the amount of polygons, though I will have to revisit the topology a bit to fix some baking issues. The idea is to put all skeletal parts into the same texture set, so I'm waiting to do the final touches until I have all parts ready.
@m00k Thank you! Do you mean all posed/floating skeletons or is it specifically those that @Ashervisalis was referring too as well? While I do agree that the lighting should be darker, I'm also afraid that it will make all the background details muddled. Today I tested adding some colors by making the urns red/green/blue.…
Thanks for all the input, everyone. I'll have to consider my options. Doing some cloth tests: It's a pain to get right with the distance field shadows, but I think I got something acceptable.
Quick update: I'll be making the candles, coffins, plates and urns next. After that it's set-dressing, lighting and fixing the details (I'll also revisit all the feedback points I've already gotten): @oraeles77 yupp, that's the correct image ;) it's just that many polygons @Ashervisalis thank you!
Some ceiling art: Also been fixing the modular assets a bit. Since I'm using displacement, I noticed that I need some extra uv-space for the bevels (as they're getting stretched). @eika thank you!@Ashervisalis I'll keep that in mind, thank you! Though since the most reoccurring point of feedback I've gotten is that the…
Feels like I'm saying this every time I post something here, but I finally got in some time to work on this. Spent today doing the arms. I'll do another pass on the high-poly, probably tomorrow (the hands look pretty strange). Like with the skull, I'm struggling a bit to keep the amount of polygons down while still keeping…
Been tweaking the materials a bit more today and posed some more skellie-boys: @allmighty_thunder thank you! @oraeles77 I baked the skulls and bones from my sculpts (so no, not made in Substance Desginer) and use the height-maps in my graphs.And here's my wire frame:I'm tessellating all the modular assets so I can displace…