I fixed it somehow, but I've no clue what I did. It worked though... somehow. The anchor points either didn't work as I wanted or I didn't know how to use them correctly.
I did them in last few months. I guess I should make em higher rez (they are 1.4m) to add more detail to ze hair but meh. There is only so much hair you can sculpt before going insane.
I wonder if Google did that to discourage AI companies from crawling their video database, in the ever-expanding thirst for more AI training data. https://www.wired.com/story/youtube-training-data-apple-nvidia-anthropic/
Hi guys, I did some lowpoly modeling and baking test on this gun, I modeled its base in maya, made its normal map in NDO and textured it in DDo(Quixel Suite), let me know what do you think guys. Thanks :)
For the grass, since you use virtual texture to sample the landscape color I suggest to add more green variation in the terrain itself, I did exactly the same trick and these color variations really helped to have a more visible grass structure and an overall nice effect :) a simple hue variation will do the trick!
@Ouran Looking Great ! You did a good job replicating Overwatch style. Maybe you should try to add a little details to the hair, like Brian said. Keep it up !
Cool. Thank you for the link! I will give that a try :) EDIT: Went ahead and did the "add" trick and it worked pretty swell. Close enough to the look I was going for. Thanks again!
Love it man, it would be cool to add a bit more story to it tho, like how did that floor break and clever use of color grading and lighting to evoke different feeling in the viewer