using smooth normals works when everything is perfect but at no other time. in practice, if the model looks good in an untextured, shaded view then you're in a good place to start baking. it's not a guarantee that hardening all your shell edges will look the best but it's a good starting point
cool character i'd also recommend starting with a simple low poly base mesh. this way you can stay focused on the most impactful decisions first - proportions, shape, silhouette. It is more efficient to nudge a couple vertices that affect the silhouette compared to sculpting on virtual clay. give it a shot, you might find…
Hey, I recently created my portfolio and would like to receive criticism of what I could improve and tips of clients to send to get started with freelance work. https://www.artstation.com/thallesvrl
Does anyone know if anything cool appeared in AI textures/ materials field? Ai normal and height map from photo? I tried recent Sampler and see no difference , still same blurry , soft, unspecific normal maps . Any better alternatives recently? I sort of lost my hope and stopped to invest my time but still wonder if anyone…
Starting to pass things into UE5, and making materials with random textures i had lying on my hdd, haven't gotten the hang of lighting but getting there.
I've been experimenting lately and no matter what I do, I always get bad Zremesh results for narrow geo i.e. adapt, curves, color density, scale the mesh x2-x4 Starting to wonder if there's even a solution inside Zbrush or whether I should just manually retopo the tips and weld them on. Any advice would be appreciated
i started learning how to make cars in blender and so far i've pretty much beat the uphill learning curve... i know good amount of the terminology, just starting to get familiar with UV editing. My reason for starting was because i wanted to design my own cars. I was thinking like i could design a bunch of cars put them on…