So I tried adjusting my smoothing angle on the auto smooth function, but that simply changed the areas that the incorrect shading appears. Then I turned to flat v. smooth shaded base under the data transferred face weight normals. flat simply creates more pronounced shading errors. which can be seen with and without the…
Okay, i'll take a guess at your problem: I have trouble explaining this, so try to bear with me. I sampled his colors and smudged this up in like 1minute, it's not as informative as the actual tutorial but it's more specific and HOPEFULLY addresses your problem. [link] Pick a light and a dark value to paint with. The dark…
Thank you for putting all your art on the landing page. First instinct I get is that all your pieces are not polished and are not game ready. You need better lighting set ups. Where's the fill lgiht? Where are the back lights for rim lighting? Mega Man Child has incorrect normals on the helmet blocks. Theese are very…
If you're going for the 2-3 piece super awesome portfolio approach, it'd make sense to polish as much as you can. On the other hand more portfolio pieces/freelance experience would allow you to sustain an interview convo longer if you don't believe you have that much to talk about with your current pieces. I guess the hard…
Thanks I have this though. Are both pieces flat? Cause on one of my references it's a circle, and the upper piece has the flat part. I am a bit confused now.
I decided to try sculpting in Zbrush with perspective turned off. Then when I was done I turned it back on and I felt like it was a bit distorted. Is it ? or is it just me ? Should I sculpt in Flat or Perspective ? Flat Perspective
There's a way: Object space normal All usual caveats apply, but it should work in this case since you're applying something baked on a flat plane onto other perfectly flat planes.
I've been trying to achieve this look with my vertex-colored models, but i always get gradient-ish colors and not that flat, clean style. Is this something related to the shader? Or is he using a texture with a flat color palette and a tight UV map?
Hi guys! I learn human head making, but usually at this stage i start to loose the path and the whole process is starting to be just guessing and experimental tweaking, that results a lumpy skull and strange face that i don't feel correct. For example the zygomatic bone seems to be too big, but if i make it smaller, the…