I am trying to figure out is this "more details create superior results" is what players want really. They IMO often misinterpret their own impression. Like all that talks of lighting on games forums while all the games have mostly same lighting for pretty a while already. The difference is only what can accept dynamic…
yeah I agree, the sharpness of a medieval longsword is a urban legend, just a fantasy feature, so as a fantasy game sword it wouldn't hurt if it was sharp, but it doesn't kill the look to leave it that way
Seams from islands is only used as a lead-up to selecting the mark as sharp feature... You could always select the entire mesh and clear seams once the edges are marked as sharp :P
There is a reflection toggle? That is news to me =D Specular and reflection are one in the same, if you want a blurrier spec/reflection turn the sharpness done, if you want sharper reflections, turn the sharpness up.
improving - watch the corners of the mouth, they are a bit sharp and some weird shading errors there. perhaps the sharp lines should be softened off a little on the neck, she is getting a bit mannequin looking in places
This is more like smooth round rather than smooth floor, but maybe you can work with it: https://www.desmos.com/calculator/t8ev8mqdls a = number of steps b = sharpness it runs into problems with a "sharpness" value below 15.
Looking great man, my biggest crit is that the mouth looks far too sharp, he has no lips at all. It looks like someone cut through clay with a scalpel it has such a razor sharp edge.
Hi everyone! My name is Sasha. I am a writer and composer, and I’m looking to connect with visual artists who are passionate about storytelling to start a collaborative "passion project." About me: I specialize in world-building, scriptwriting, and music composition. I’m not just looking for "someone to draw my idea". I'm…
Hello! I started learning Plasticity recently and wanted to share some of my thoughts about the software. Maybe this will be interesting for people like me, who have a poly-modeling background and consider giving CAD a go. First of all I was pleasantly surprised how "artist" friendly Plasticity is. The interface is very…
You're right a lot of the edges are too sharp but at the same time it feels like its made of plastic not metal if I don't make them sharp enough. And yeah not sure what rdmlegend was getting at since this is a highpoly.