Hello, sorry if I didn't make myself clear. I was looking at the UV maps for some character models from Uncharted 4 and noticed the artists seem to emphasize greater UV space in the face regions of the eyes/nose/mouth and less in the scalp and neck. I would like to know how I can do something similar with my own character…
There really ought to be a move to making this distinction so artists do what they need to get hired, vs do what they need to compete. Thinking that this is lost on most artists who cannot see a video game as a product built for profit. Likely why being laid off felt like such a shocker, it didn't really matter how good…
Finished the heat refraction effect (I hope) https://github.com/KhronosGroup/glTF-Sample-Assets/pull/127 This one uses counter-rotating Depth and Normal maps, for a moire like distortion effect which aims to obscure the fact that it’s using rotating UVs to distort the refraction to fake something like a heat refraction…
Can someone tell me how do i clean all this up? By meaning i'm probably gonna re do the Truck but based on the blueprint (whatever it is) How do i make these models more accurate? This roof of a Evo this morning i worked on it and every time i just keep getting rounded edges like i would add more loopcuts still same…
@Alex_J Hey thanks. When I create an artwork, I focus on creating Toy-like scene and mix it with realistic shader and lighting. I try to make it look like a kid animation movie poster but I actually focus on making adults wow. Glad to hear it! and thx for the cc!
Hi guys! This is my version of Lara Croft for 3d printing. The STL file is available on Kickstarter for a limited time. www.kickstarter.com/projects/printed-dimensions/lara-stl-1-6-3d-printing-file I hope you like it