Texture format and bit depth for the normal maps? Also why is there a world-space normal map in Painter? Edit: I don't see a shading seam in Painter, maybe you forgot to attach that screenshot? I do see the normal map alone in Painter, and there is a color difference along the UV seam, but this is a necessary thing with UV…
Well done on finishing your figure to this stage. You haven't done a lot of characters so starting out it's important to shoot for a generic figure. It's not in your best interest to begin with exotic characterization. Get good at standard generic figures first, this gives you a good base. Its much easier to correct your…
Arby based on your screen you have "smooth by angle" modifier that makes beveled edges sharp. Then you use face weighting that keeps those sharp edges . So you need either set the smooth angle bigger and set few sharp edges manually if necessary or uncheck "keep sharp" in Face weighting and keep every edge beveled
Welcome to Polycount! The best thing for you would probably be for you to make a new Topic in 3D Art Showcase & Critiques and put your reference images, plus post your current 3d model effort. People could give you targeted feedback there, and you could post new screenshots of the improved model for more feedback, rinse…
I toggle back and forth between local, view and world so often I put it in a double tap script. Tap W, E, or R once and it selects that tool. Tap it again and it switches the gizmo between the modes. Super useful it saves me a bunch of time. Run the script and it shows up under the Customize menu under " MyTools", where…
Lumen does a lot in screen space that can mask issues until they are on the edge of the screen where screen space fails, it also looks inconsistent even if it's doing a decent job of hiding issues. Id check the lumen debug views under lit and make sure it isn't missing coverage. It matters more if you're using software…
well if its an rts I assume the units are rather small ? think of average pixel area your unit will take on the screen and what your "targeted" screenres is (like 1200x1k..) it makes no sense that your textures are much bigger than the number of pixels they normally use on the screen. and about graphics, I wouldnt worry so…
Hey guys, It’s been a while since my last post, but I wanted to drop a quick sign of life. I’m still working on the project, even though my time and motivation have been a bit limited lately. Not a massive amount of progress, but I’ve replaced the rough blockout with some smoother shapes and am currently experimenting with…
If you find yourself switching back and forth between local and world you might want to take a second to set up a "double tap shortcut". I went into a bit more detail HERE, but basically you tap a key once and it will do something like select the scale tool. Tap twice and it will cycle the gizmo to local, do it again and…