While Matthew's car is a good asset by itself, i wouldn't exactly call it a true "mid-poly" (stupid term but how else to put it) asset. You can still see sharp lines from smoothing groups on it. The best example I can find right now is David Finlay's work: http://3dfinlay.com/html/veh/mcla.html to summarize a few key…
@MyPeople If by gaps you mean breaks in the continuity of the rays projected out of the low poly mesh during baking, then there is a quick fix for that: Use a cage. If by gaps, you mean general seams in your textures then yes you will, but keep in mind this issue only occurs along very sharp angles, and usually you want to…
Thx man. Still doodling around in the level editor to sort of feel around and figure out where to work to lift this thing. First of all I think I should bang up the bushes some so they are not so uniform. Then I have some tweaking to do, the sharp rush and barley just don't cut it, maybe I will remake them into better…
Ah! That mov helped tons! Your depth on her upper lip inaccurate. Its too flat, not puffy enough. Push it out a bit. As it is, it looks like she has a hair-lip. Chin is too sharp and she has what appears to be a tiny subtle cleft on the TOP of her chin. Eyes are too small in generally, and specifically not "tall" enough.…
Very nice work, Sami! I like this one a lot! I only have a few tiny crits: - The outline (silhouette) of his upper legs is very boring, very straight - even just a few extra polys on the sides to make it look like his trousers are wrinkling or folding would help, I think. - The strap holding his knife to his leg doesn't…
I'm in the early stages of a project and need a proof of concept model for a player character. I'm looking for a stylized, painterly art style, but specifics aren't laid down yet so you'll have freedom there. Reference pictures for tonal goals and the proportional ratio between human half and horse half will be shared upon…
Here is my blockout progress and first pass at lighting in Unity:) I definitely struggled with trying to match the camera perspective in the concept (using perspective plotter in blender), but this is my best guess. @Pep_mepla Your blockout looks spot on! I noticed you changed some of the proportions of objects in your…
Nice work! Can you share a bit about how you approached the skin material? Curious what layers you used, and if SSS is involved. I'm doing a bit of research into SSS techniques, curious about your skin workflow.
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Sorry I failed you Sodom :disappointed_relieved: Once again I lost control over my 'work-life' balance (lol) and effectively, big challenges continue to kick my butt :pensive: For now, I'll have to put this on my pile of shame/ unfinished projects and come back to it one day to finish. One thing I take from this, it's that…