Hello, I am an indie game developer working on a first-person 3D narrative game (mid-poly, atmospheric/stylized — not photorealistic) built in Unity 6 URP. The game spans five distinct environments ranging from warm domestic interiors to cold institutional facilities to overcast outdoor settings. The same room geometry is…
Hi! Looking good already. Perhaps some straight lines could be broken up and sharp edges beveled. Then possibly some break up and variance on large, unform areas, here cabinet and beams. If would like to push it further, I think another 'personality pass' would be good. For example: the favorite pillow is patched.…
I'm currently working on a car model and am at the stages of baking and doing the materials. However, I've run into an issue when baking the low and high poly models. The material is a bit distorted and there are some black speckles around sharp angled edges. With that in mind, I figured it was something to do with the…
take a close look on your mesh... there are some edges moved to the site... some verticies are really close together... they look like one vertex... and to get the hard edgdes... 1. go in object mode 2. shift + rmb --> soft harde edges --> soften/harden this will set hard edges based on a face angle...
To make the grass look better, use the same color for both the ground and the bottoms of the grass blades. This will automatically help them blend together, helping avoid those hard edges where they meet, and making the grass look softer. Before/after:
Any UV island you don't want to bake you can temporally move to a different UV tile (usually to the right, perhaps down or to the left if you're using UDIMs). You could do it permanently as well, but it might be slightly less efficient:…
looks promising, it might be cool to have such edge damage on the edges of screws' drive recesses as well - where it could be damaged by screwdriver In general if object is not supposed to look heavily worn I'd try to keep edgwear rather subtle and non-uniform - just accents here and there rather than along whole edges,…
hey there! sweet stuff so far. enjoying the anatomy a lot here, could be sharper/refined but love the direction on the hardsurface i guess its mostly detailled blockout. but i feel like its a bit too soft-ish for blizzard type of work. it has this rubbery feel to it, edge quality is all over the place, some areas are very…
What was your reference? Because you're off to a good start, but it just looks a bit unappetizing at a first glance (soft, smushy and somewhat shiny), but I might simply be expecting a different kind of bread. The softness might be due to the mesh bulging out between the cuts and the cuts sloping down too gently in some…
spend more time establishing primary forms. The proportions seem to be off; try making the head smaller and the shoulders broader. Don't render the face, the darkness inside the visor of the concept is intentional. Not all edges are rolled; you can remove the rolled edges in the breathing holes and the edges of the cheek…