I've been trying to achieve this look with my vertex-colored models, but i always get gradient-ish colors and not that flat, clean style. Is this something related to the shader? Or is he using a texture with a flat color palette and a tight UV map?
It looks like you have put smoothing splits at all UV islands, and you have a seam on the flat part of your model. Only put smoothing splits at 90 degree angles or more. remove any splits on flat surfaces but you can leave the UV seams there. Whenever you add a smoothing split you MUST have a UV seam there, but you can put…
I don't think it's too long either. The skull should still be a bit wider at the back, or probably narrower at the front. The front is a bit flat and broad atm, take a look at this. When I say flat and broad I'm referring to the cranium, the mass of the brow ridges and zygomatic arch should actually be quite flat and broad…
Coming along nicely Otrick! This is what caught my eye first... The long planer boxy panels are too flat. (at the base). Even after baking those hexagons it feels flat. I think you can cut in the panels along the seams. Also dent and warp the flat areas too, this will give it more interest. hope that helps!
also I've been unable to make the texture flat using a cubemap (flat to the screen, still don't know the term for this), only by plugging the perspective camera into a texture projection node like so: which results in this, even if I could find a way to rotate the cubemap with the camera, I still wouldn't be able to see it…
there is a flat shading option in your viewport option (right click on the vieport's name and select flat) not really sure if it's what you need or if it was already mentioned but well, it's handy for checking your silhouette.
Anyone know how i could make this flat to eliminate the vertex points from not being even?I just want it flat as if drawn on a peice of paper.Just the grey part.3ds max11
Flat areas like that will still try to smooth with the edges that start to curve around the sides. You would need to either weight the edges or add an edge loop along the end of the flat areas.
Yeah it doesn't look right when I previewed a flat colour with a normal map. Can just use a flat blue if I'm messing around with custom lighting and need normals. Thanks!
I'm painting my revolver I've been working on, and my last character I had a huge problem with materials vs flat color. Here's my problem: My Basic Material is more of the look I'd want to get in the end result, as far as the color and how it actually looks. However, flat color looks like ass. Is there anyway to ensure…