Hi! By overlap, I meant one part (for example jacket) having UVs overlap with itself due to the generative modifiers (mirror, solidify) - not UVs of different character-parts overlapping (jacket and pants for example). Here is a quick walkthrough how I checked with the jacket: 1 - UV Sync Selection is enabled in UV editor,…
I really like your thought process, as for the metal i also thought that it look like pewter and worked with a corresponding reference, others like brass/copper i just basically changed the color (shame on me). Not sure if i will dig that deep and start it from ground zero, although on the other side it's just the…
Cool work! I know you say you're finished but I have critiques for sure. - The artstation render with the blue background could use some stylized clouds, it would help sell the render. - If you lit the windows, it would look really cool. I hate how I'm about to post my own work, but check out the top window on my building…
[ QUOTE ] right, I'm aware of the different needs based around what type of game it is. I can't go into too much detail until the project lead says it's ok to do so. Really I was just asking around for anyone who has done any work for XBLA before to see what kind of complications they have run into and things of that…
Last night my PC started getting these "hard disk error" messages, which didn't look very genuine, it was asking me to reboot my system to avoid data loss... i googled this, and it said it was a virus. The thread i came across said that soon some software would pop up warning me of several fake viruses and would…
When working in ZBrush I like to work iterative when it comes to baking. Because of this I dislike decimating my mesh as well as long export times. Therefore I did a little benchmark using the same mesh (4.3 million polys). It took ZBrush 50sec to export the mesh as .fbx, while only 15sec when exported as .obj. Marmoset on…
The metal on your katana felt off so I had a look at the flats at your site. Unless I am overlooking something, you should really look at using a gloss map. Even when not using pbr, that's such a important map. And just diffuse+spec is getting outdated at this point if you want to do realistic assets. UV's for the katana:…
So I hit a snag. I put seams along the big bevels on each edge, and it's messing with the curvature bake. As you can see there's a clear dark line. This messes with the texture generation, like for some simple edge wear. Triplanar does not fix this. I have a few choices and I'm a little torn as to the best practice for…
Well it's not possible for absolutely everything, but: -Put seams where there are seams in real life (like clothing seams, or panel-lines), or material separations in real life. -Put seams at the bottom, or the side that is least visible. Every single object has an orientation that is preferred: even a 'physics-crate' that…
I can see not caring for 3D work, but I do prefer it when paintings are .pngs rather than .jpgs. Sometimes that's the difference between telling what size brush someone used to paint a face, and not being able to say for certain. Granted...could they just post cropped images of the full res as .jpgs for a closer look?…