Not bad for your first low poly.....the Head still needs some love, I'd also work on your shading of your texture sheet....everything is a bit flat. I understand your source material (concept) is flat shaded, and the outline colors are making it soft and nice, but as the 3-d model stands, (without source material to be…
sounds like I could learn a lot from the process choco, cant wait :) trixxster, I think a lot of what is making the rocks look "soft" right now is the actual topology, try and make harsh plane changes and flat areas with flatten/planar brushes to get a stronger silhouette. it is looking too curvy for rocks right now which…
Looking good, the biggest thing that sticks out for me is the white chiseled brick, in your texture you can see its quite sharp and well defined but in the UDK it looks quite soft and blobby presumably this is a too soft specular doing this. If possible I'd also increase the resolution of the bench texture as its so close…
Not too bad at all, geometry looks pretty clean but your getting that soft messy look when you subdivide due to the lack of control edges. For instance say you create an extrusion on a surface - that extrusion has to be held up by edges at all sides, the distance of these edges will determine what softness you are aiming…
Hi folks, Robin Nielsen and I have decided to enter this competition and make awesome art! A little bit about the two of us, we met at Totem Arts working on the indie game Renegade X (Which is free to download and you should try it) powered by UDK. Robin Nielsen is one of the Environment Artist whom has made a large number…
so this is a comparison. hope you don't mind me posting my own artwork @Enrique90 i still cannot figure out that some scenes the hair looks great then others looks like arse ie leemarvin nice soft hair jeff bridges looks like spagetti strands , just weird
Hey there, this is a nice start! I think what could help you the most is having a good balance of hard edges and soft spots. At the moment, I think your overall shape language feels a little soft, so while the details tell me rock, the silhouette of the rock itself seems more like a blob. I think some nice cracks could…
Increase the size of 256x256 to 2kx2k using nearest pixel resampling . Make new UV set (channel) re-pack UV islands using automatic packer to new scale. if you already have normal maps switch of islands rotation . Bake into 1k x 1k . Downsize the texture to 128x128 using nearest . Ask chat GPT to make you a Python script…
Thanks for the info, Orb. The average normal script changes everything! Usually I would either have a normal hard edge split, or have a control loops on EACH side of it (3 edges to form a corner) so soft normals would create a nice soft bevel effect. But this seems to achieve the same, but with only 2 edges, is that…
Please, before trying to use it in game, take a moment and read this -> http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling Hard surface modelling and smoothness aren't used in games directly. As the wiki explains it smoothness is about creating either models for baking normal maps (and other maps) or for…