One thing is that what happens on a flat surface that's separated by a smoothing group or reigned in by a support loop or custom vertex normals basically doesn't matter for the shading. And then, the local detail you added along the longer edges of the indentations seems only partly necessary and the way you terminated it…
Hello everyone! Here is my last 3D model, handpainted in zbrush. Visit my artstation and give a like if you like it, would be appreciated. Thanks! https://www.artstation.com/artwork/nJG5We
Hi everyone, I'm a beginner in the field of creating game-ready weapons, and I know there are many others like me trying to figure out the right and efficient workflow for making weapons suitable for use in engines like Unity or Unreal. As you know, creating a game-ready asset involves several steps — modeling (High \…
This is really just a practical example, this model itself isn’t used for anything. I usually work on low-resource video games where the mesh has to be heavily optimized, which is why avoiding support loops gives us a big advantage. Sometimes my models can be seen in first person, and that’s where the main problems…
Can you show some more examples? Maybe this car: https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/CarConcept#car-concept Also it's a bit hard to see the topology, could you use shaded wireframe instead? Like this:
This is great! In the first shot though, I think your right eye really needs a bright specular reflection, since currently it looks a bit like a fake or missing eye without that specular kicker.
Nice work, can definitely see overall improvement, particularly since opening this wip back in 2022 and not because I typically dig anything related to Cyberpunk but yeah latest update imho certainly has that vibe + bit of FFSW as well so keep at it. Happy New Year :+1:
Looks like we need to draw a clear line on the ground. We’ll craft something up. We’ve seen it again and again, these LLMs and GenAI algorithms snip and combine sources, often producing inaccurate results, because they lack the necessary context. Then the results are presented as facts, and most users accept them without…
Would love to hear some opinions on this character im currently working on, kinda feel stuck because im not satisfied with the level of realism it currently holds, plus i have issues with bringing all the details of the sculpt to the render stage, it feels like half gets lost during texturing. ( also after texturing…
Hi again ! The link to your portfolio clarifies it. I personally quite like how it reminds me of some earlier 3d pieces when people were experimenting with various approaches at their disposal or with this or that new plugin that just came out because processes (as well as popular art styles) weren't as unified as they are…