Looking good so far~~ Only thing of concern right now is the pose form the side view. He looks like he's gonna fall backwards. I'd recommend getting some some references to compare the side view pose before going ahead any further into detailing. I hope it's ok to post this paintover gif another forum member made to help…
Global Search was updated to 1.2, here's what's new: * Function calls inside user functions (either parameter functions or package functions) are now returned part of the search results. This way you can track all the areas where a specific function of yours is being called. * The search result context menu (right-click on…
NOTE: I hope someone can take this little bit of information and expand on it more so on the technical side. Press "P" (doesn't really matter but, now we are on the same view port "Perspective") Now see the +, Perspective, Standard, Edge faces? (yours might say something different dependent on the scene) Right click on…
So I've started back at school and had to get a couple of early assignments and other planning stuff out of the way. So now I can get back into the groove with 3D stuff. After not being happy with my normals and getting some help I decided to tighten up my high-poly and redo a low-poly. My high-poly is roughly the same,…
There aren't too many concise answers to this, but I'll try to at least give my perspective. The rule of thumb I used to follow was (as a base) 512x512 of texel resolution for every 8x8 feet of environment viewed in third person. If you keep to a consistent density and you make sure your mips are actually showing you the…
I was hoping to get feedback on a character I'm painting. It's a looter, criminal. It's not a main character type of look, he would not be the NPC who sells you apples either, but I think, more of a guy who you would at most, have to bounty hunt for a reward for looting a village with his gang or something. I was looking…
Your topology doesn't look too bad- if you stick with this it can be a really nice car model. Most of your issues are just vertex placement. Once you put an actual car paint shader on there it is going to be even more exaggerated. To me it looks like you are following the blueprints too closely and as a result small…
Hey Warren, Solid so far. I would assume the hex bolts would be baked, if that's the case you'll probably want to taper bevels more to so they get picked up in the normal map. Not sure if this is accurate to any particular knife/reference so it might be intended, but just below the 3 inset teeth at the top of the handle it…
"I didnt say games should be just about graphics (so I agree with you on that front), but if an artist is looking for games to pull from for their skill set, then the graphics matter. So as far as priorities go, if an artist is looking for artistic inspiration when playing a game, consoles are usually not the place to go."…
By default, Vrad calculates prop shadows using collision meshes because it's not as processor intensive and they usually have the same silhouette as the view models. Unfortunately, this also means that the vertex lighting on the view models isn't as exact as it should be; the entire model is lit uniformly with no self…