Heavily depends what platforms you are developing for. If its PC VR, then sure why not use tons geometry for soft edges, parallax for big details, and normal maps for high frequency. But if you're developing for anything mobile like Quest - expect extreme limitations, especially with geometry. Normal maps will have to do…
There still seems to be no solution to this in Unity ie proper 'soft' alpha hair sorting Even with HDRP hair shader there are issues(ie it broken). The only way to make it look half decent is to use Alpha Clipping or Alpha Test, which it is known as in some other packages There was a shader a while back which seemed to…
IM0, the key thing is not a monitor but rather colorimeter . With X-right color monkey or whatever modern ones are, absolutely any monitor turns just fine . in fact cheap sRGB monitors make you less headache with color spaces conversions since many 3d soft just ignore anything but sRGB by default .
Hey! Great to see more people using designer! Few feedback that I can point out 1)Brick still look soft and new to me . I think its something to do with the height map . 2)Height map lack of depth and crevices. 3)Add more green to the color variation.
Current HP, simplified the wraps and now gonna take a pass on added some sharpness and edge-work to the cloth. Right now it's feeling too soft and I want some sharpness to mirror the edges throughout the rest of the mesh. Let me know if you have any close sculpting tips you swear by!
This is looking really good so far, and I am looking forward to seeing this evolve. However, at first glance, I feel the facade of the buildings is a little too "blocky" and could use some more soft shapes, I feel like the blocky shapes work better on the street. Otherwise looking really promising!
do you have a concept....she looks old..if it was ur intention ignore it...her glossy lipsick and her eye makeup don't suit the character...her face lacks in assassin character(looks soft right now)..u may want to add some weapons or gadgets to add more feel to the character...
I have a big jpg file with references and I do next: take the most beatiful part from one generator and create it, after that create next part from another generator and so on. This generator is like my own concept. Thank you for your advice! I will do edges more soft.
Looking good already with nice preparation! Lately I'm learning more about highpoly modeling and normal baking and I was wondering, shouldnt you use more soft/wider edges in your highpoly so they can be picked up in the normal map? E.g. : http://wiki.polycount.com/w/images/8/85/Normal_edge_thickness.jpg
Even then its not really necessary, I mean it might look better in the viewport without textures applied but the baker will account for it. The baker has to account for uv seams like that anyway(where uv direction changes and thus normal color) so having the edge soft or hard shouldn't make any practical difference.