Hey Marco, sorry, i didn't notice your reply... I think I 'm going to study the trim texture. I plan to do first the modular assets. I want to learn more about modular workflow. For now I am experimenting different types of normal baking. I have founded this tutorial made by Leonardo Lezzi :…
Here is where I am at week 4. I've been working on props and trim sheets. Any Critiques and Comment is very much appreciated. Don't hold back I need to know where there needs to be an improvement and I need to work harder at will post my UV's, as well as that is one weakness I am running into as well. Trim Sheet for wood…
at a glance, it's too dark, and the door is too bright (or just right?). Also the proportions seem to squashed and stumpy. As in, everything's wider than it is tall. A recognizable aspect of old west buildings is that they have a large facade and a smaller building behind that. Where as you have built a building with a…
Hot damn this turned out really nice! Love the details and trim on the fabrics, and that tat is pretty exquisite. Face turned out nice too. If I had any crits, they would be that the skin (and especially the arms) looks rather unfinished in comparison. Needs a bit more tone and contrast, I think (though I sometimes have…
The benefit of modular design isn't just performance, it's time and variety. More importantly, lots of time and variety with little work. Lets say you want to create a nice brick apartment building. You model it as one piece and texture as needed. Then the next day, you have to make another brick building, similar but with…
This is as far as I am getting before the deadline. 31,813 faces, 57,270 tris Retopology is tough but still heading to the test bake for the head and torso. Everybody here is doing a ripping job, Looking forward to following!
The one on the left is baked in Marmoset Toolbag 3 and the one on the right is baked in Handplane. The two inner rim lines are actually floaters but every time i try to bake in Marmost toolbag it always comes out horribly like this. It seems to be just floaters that this occurs on, I've tried a range of models and floating…
Tiny bevels when they gets occupying less than 1 screen pixel causes some kind of troubles for rasterization part of a renderer . I am not sure how this important nowadays although. As I see people use either macro unique normal map with rounding ( troubles with texel size consistency and macro normal map blending…
Hi there ! I've recently done a vehicle by using normal map. This project was for personal practice. I would love to get some feedback abaout what i could improve. Exterior Polycount => 39 918 tris Interior Polycount => 2 757 tris 1 set of maps for : tires rim breakdisk, exterior Many thanks !! https://youtu.be/fNP4WIxUhys