Hello Polycounters! I'm working on this splash and i want all feedback from you guys :-) All comments are welcome! Edit 1: Adjusts on bg and character Edit 2: Adjusts on mask and clothing (handles of backpack)
I just had an epiphany this night and decided to redo all node graph and got able to get it working 100% (i'm really enjoied this challenge, thanks to @.Wiki and @RN for the colaboration). I'm gonna list here my step-by-step to document my progress. Main issue: I was using the same corrector for Left and LeftUp, and that…
Thanks! Haha, I guess a lot of us are cutting it pretty close, then. :) I polished off both high poly for both today, which is great, though it turns out I probably need to edit the low poly for the Rider and redo the crab (which is fine tbh). But when I went to soften my normals in maya before baking, it smoothed every…
eh, i get and agree with the sentiment but I don't believe it. Film has been vastly more developed than game art has at this point, we're tbh following them at the moment really so far as art assets go. narrative wise, I suppose we're going in other directions necessarily as a result of how we interact with the medium…
+1 for Ndo. OP, why are you obsessed with geo floaters for text? The end result is essentially the same. And what do you mean by 'if I could edit several maps at the same time' ? Don't know if you have access to Zbrush but this could be done with polygrouping/creasing/dynamesh combos. Also, Fusion 360 would be great for…
Been working on this for 2 days and have the work flow finally sorted :poly121: Create a model (duplicate it for low poly) Create the high poly with holes (loads of techniques for this) Match the low poly to the high poly (works best if the mesh has some thickness) UV map your low poly Bake normals Bake Alpha (banding…