Alo, wasn't active here, but here's the progress so far. Updated storyboard- Shot4- Working mostly on shot 4 now. Figuring out workflows in Nanite and Blender. test surface mask test blend mask shader tests Lastest screengrab Gif progress so far- Youtube -https://youtu.be/-mlVTfCAZfg Geometry nodes- Started getting into…
@TheDawnfury Thanks for that info Alex. I will say that it is a bit vague. There is a lot of flexibility in those requirements. I was looking more for polygon count limit, shading type, texture size constraints, etcetera. So if I'm understanding correctly, you must create a portfolio showcase via artstation consisting of 3…
Since my last update, I have been working on the couch, table, and chair for this scene. At this stage the table is more done than the couch or chair. I might go back in add some dings and scratches to the couch but I haven't made up my mind yet. I might leave the chair as is without adding intricate detail since most…
That's not waviness, it's a smoothing gradient from the vertex normals in your lowpoly. Those circled areas are also not the only places you have them, you have gradients *everywhere* in your map, the transitions just arent as tight as they are in those spots you circled. Gradients are inevitable when you bake a model with…
Very nicely made model, especially from a self-confessed 3d newbie. It's an old-school approach you've taken, but executed well. For animation and rigging : I'd add another loop or two around the forearm. When you twist the wrist, it'll help to stop it collapsing too much. This stuff will make more sense once you start…
I'll avoid talking about design, as the two comments above covered that. Are you beveling your edges? A lot of the edges look super sharp and could use some roundness to them. The spikes on the shoulders look like 4 triangles, but have soft edges. If you want round spikes, you should be using cones with more subdivs,…
A game-res mesh needs to be optimized for three things at the very minimum: texture space, performance, and animation. Using zbrush decimate will produce a mesh that is possible low poly enough to not choke a game-engine, but the resulting mesh will not be at all optimized for animation. It will consist of all tris, with…
I'm not sure I understand.. the hi poly, due to the definition in the edges of each piece, is around 938k. I can't possibly transfer those edges to the game res model with a reasonable poly count, can I? So, in your example you mean to have the base tiled bark pieces like I showed you in the first image and then add a…
If you create a plane, convert it into an editable poly, and go into face mode, there should be a "create" button that you can use to place vertices that will form faces once you place 4 of them. I think you would have an easier time using the edge drag method though. Place a plane to start with, convert it to an editable…
Neox, for straightening UVs I use "follow active quad" ( you need to make a single quad straight first) . I think it had been in Blender long before any similar things in other soft. Never needed relax in Blender. "Ctrl+V" or "E" and sometimes pins do pretty all I need when move an edge As of Set flow Autodesk does have…