Hi everyone! I'm really excited to be joining this amazing community. I've recently started learning concept art, and I'm eager to improve and develop my skills. I wanted to share some of my work here and would love to hear your thoughts and feedback on how I can get better. As a beginner, I’m open to any advice—whether…
Hi everybody, I have a problem regarding normal maps and shading in Houdini and in Unreal Engine when I bring my HDA. I will try to be as concise and to the point to explain the issue CONTEXT I am making a building generator tool for Unreal Engine, I have created a Houdini HDA and brought that into UE. I modeled some…
Here is the grip. I agree, it's a little too box-like. This should be a simple fix. Regarding the sharp edges, what stands out to you in particular? I'm kind of dreading having to go back and fix all this stuff. I know for certain that the lens covers on the optic are too sharp.
Hi there, Please re-read my posts above carefully, and also please manipulate actual model examples like a hand or a an analog to that spherical grenade/vial thing. As only thinking about these things will not get you very far - it just has to be manipulated to be grasped. In the case of the hand, it wouldn't matter at all…
Hi, my input maps & model are, to my knowledge, correct. But edges are not detected correctly: Sharp cavity mask: Sharp edges mask: I am using xnormal, normal map exported with default settings. Here are my input files: https://www.dropbox.com/s/gwb9iu5d4y7jxsp/DDO.zip?dl=0 Does anyone else have encountered this issue?
no.. having a hard edge in the middle of a UV shell has no negative effect on normal baking. having a soft edge at the boundary of a UV shell is likely to have a negative effect but is not guaranteed to do so. if you want a one size fits all rule (which you shouldn't because it's silly) - harden the edges of your UV shells…
I modified the config file as per the Nvidia guide and the textures are nice and sharp now... Well not super sharp, but at least sharper than before. Dead city looks a lot better. http://www.geforce.com/News/articles/how-to-unlock-rages-high-resolution-textures-with-a-few-simple-tweaks
you did a good job adding dirt to the knife. However, the sharp area of the blade looks like it has not been used a lot. I would imagine it to have some small notches from all the cutting over the years and also more scratches on the sharp end.
Very nice work for a first model, what bugs me though, is the extremely sharp concave inlet around the pelvis as seen from the side. To me it looks to be both too deep, and too sharp (same thing, really). Other than that, keep up the good work
I think this piece is really missing some sharp cast shadows. Usually in this bright of the day there will be tons of sharp cast shadows. If its gonna be a night shot then its gonna need tons of soft shadows. But so far its looking good. Lots of details in the texture.