hey, i had the opportunity to help out an indie team with the visual development of their prototype for a crowdfunding campaign. it was a very fun project to work for! my task consisted of designing the world and create realtime assets in order to provide the team with some guidance and show the crowdfunding audience a…
EDIT: Hey guys :) I call this one done :) At my Artstation you can finde the whole scene inside Marmoset Viewer :) Final Render: Close ups: HR: I had a blast creating this! My workflow for this was rather basic, at first I created all the assets as highpoly models. At this point I started staging the whole scene, while…
That is a hard no. Wtf Make sure your lowpoly matches your highpoly shapes, be aware what normalmaps can and can not handle and use a cage or proper ray distances for baking. No need to fuck up your highpoly for baking.
Hey there ! Thank you very much ! Yes, I saw that at the end, I have a tendency to still being lowpoly on my props even when it's close but you're right, I should have put more polys ^^
Hi! Can you share files (lowpoly and highpoly) of an element showing the issue? If the zipped archive is small, you can attach it directly to a post, else host externally. Some renders showing broken shading in other applications reminds me of wrong normal map handedness, although you write you checked the green channel.…
Hey man! Get ready for this one because I want you to know as a fellow artist I am not trying to offend you at all. I really want to see you get a job... And I hope to see you in the industry one day. Some things I say may have already been said, but I didn't just want to say it... I wanted to show you. Not saying this…
Hi! Very nice progress on your cloth factory prop so far 👍️ Looking forward to your updates. What do you have in mind regarding the workflow? Highpoly to lowpoly, uniquely hand painted lowpoly, vertex colors, textured by trims/atlas, anything else? @Fronk3D I tend to edit my posts when nothing was posted in-between.…
Hey @v13r1, congrats on finishing! My critique would be that the roughness/glossiness seems out of hand, particularly on the exterior. To me this makes it look like everything has a coating. I would recommend looking at real world reference image and potentially use scanned materials, either as a base or reference when…
its because you split your smoothing groups not properly. It looks like you use one smoothing griup for most of the model, and so your shading wants to make it look like round, like a ball, while your geometry is not shaped like that at all, giving you these dark and strange shaded areas. on the left is one smoothing group…
I followed your steps being... in 3dsmax: -give everything the same smoothing group -export as an fbx with only smoothing groups, triangulate and preserve edge orientation selected in SP: -upon importing select 'compute tangent space per fragment' -bake your normal map in SP (not much is specified here, i just kept the…