Hi! Props for attaching files :-B Taking a look at the lowpoly, I'd say with beveled edges and the resulting mesh shading, hard edges become redundant. While hard edges need UV splits (when baking a normal map), not every edge along a UV split needs to be shaded hard. I would use use hard edges deliberately in places where…
Hi! I think ziz makes a good point, the environment would benefit from some more geometric detail. I would look at the silhouette of things, that those don't read overly low res/ facetted. Situations that silhouette the most would be probably edges/ corners. I think generally having more geometric detail around camera/…
@*Sebastian Here's some topology routing solutions for slots that run across curved surfaces and need to resolve to quad geometry. Support loops and shapes that cross perpendicular to the edges of the underlying curve typically won't disrupt the segment spacing in a way that could cause residual triangles or undesired…
I’m available for freelance remote work as a 3D character artist. I specialize in: retopology UVs clean game-ready topology character mesh cleanup animation-friendly edge flow Available for: retopo and UV work topology cleanup for existing models character production support stylized and realistic characters Portfolio:…
Substance Designer and Painter don't have anything to imagine height from regular image . Sampler does but it does it so awful it's almost an advertising gimmick IMO, very blurry unspecific height often totally wrong. The only thing Sampler good is de-lighting ambient shadows . What would really be helpful is image…
Works great for me. The yellowish glow makes for a nice focus / separation of foreground and background. The materials could maye be a bit more different regarding their glossiness, but that might be due to the lightmapping (are you using something for extra reflections, like a cubemap?). But even so, it's working fine.…
What's the purpose / use case? I'm asking because this doesn't look like it would be animated and you could either use triangles and/or go with an automated retopology approach. Other than that, it looks fine, e.g. if you simply wanted to practice working with the tools and how to go from denser to less dense areas, but it…
Sorry, with "straightening" I didn't want to sound odd in any way, my apologies, I merely tried to use it in a wider sense as an umbrella term describing not only unwrapping perspective projection into front ortho one but also making the image ready for tile-able texture and have regularly spaced repeating details ,…
In Blender you can move edges, edge loops and vertexes along any edge direction ( with auto UV correction). So world or local coordinates , axis being tilted it's all irrelevant . You just hit G double time + Alt and hover over an edge you want as a sliding direction and get yellow track lines appearing representing…
Re-watched The Thing recently because of this thread :lol: One note (possibly mentioned before): shading of some elements has very strong gradients making them look blobby/ undefined: Is it supposed to look like that, does it look different in your modeling software, like hard edges? I would always double check that the…