Yeah, this is just awful to watch this continue to unravel. I hope things get worked out somehow. The artwork I've seen so far looks incredible. At least, the artists should have something to show. Iniside: I can't believe how insensitive you are being. These people are potentially losing their jobs. Show some respect.
Anywhere that you have a texture seam the continuity of the texture applied will break. People traditionally hide seams to minimise the effect. Or you could use Viewport Canvas or any other 3D texturing tool to clone/paint the seam away. Or you can stitch the UV seam back together if this doesn't result in noticeable…
Welcome to PC. Don't be down when you don't get crits for a while, just keep working on your stuff. If you become too critique-dependent (like I am a little now ;) ) you need the validation before you can continue, which is definitely not where you want to end up :) . Good luck!
Well after a break trying out animating, I am back to sculpting but I will continue to animate too. Critique welcome, I followed reference and used some of Ryan Kingleins techniques. I will start again tomorrow until I get the basic shape down and then move onto more detail and building up muscles.
I would definitely say layers are to blame. ZB layers are notoriously broken, and have been for years. The fact that you are transposing on a recording layer certainly wouldn't be helping. Couldn't you delete/bake your layers, do your transposing, and then continue detailng on a new layer? Or have you created a layer…
Dunno what you meant by "out of control" ? But I definitely love it too. Insanely fast and on the fly algorithms that unwrap, relax, optimize space, etc, as you do the seams. The way UV Islands are displayed and flattened continuously makes it ultra clear and understandable. Unwrapping and retopologizing with 3D-Coat is…
finally, the test cave: [ame] http://www.youtube.com/watch?v=n7RkkKJyJAY[/ame] there is no continuous flow and some materials are not fixed so it will be very usefull to finish this for the technical overview (for exemple, I dunno why the x axis is inverted...) now I try to go as far as possible on this level design (our…
Ok, I think I understand what you're saying. Do you think it's the roughness/metalness I need to continue and tweak, or the diffuse, or all? Any tips or tricks to give? I'm still learning, so please enlighten me on how I could make this more realistic. And thank you for the critique, it's much appreciated :)
yes, but also start in the lowest subdivision, make your mask there. then hit smart resym, go up a level and hit smart resym again, continue until you work your way all the way up. if not you will most likely get a nasty seam in the middle of your model where you made the mask.
Heh, that's right. The neck won't be visable on the shield. It's pretty much done unless I get some good suggestions. Squashing it and making it bronze doesn't really put the P in WIP. If I was to continue after the shield, I'd make the snakes wind and writh all around her head, with little snake faces and tongues.