Well like the title says I'm trying to finish my first actual piece. I spent the last four years in college kind of drifting until I finally settled on the Game Industry and specifically art as what I want to do. So to that end I'm trying to start up a portfolio of work. However, I always seem to get halfway through a…
( i use blender, and unity 3d will be the engine that will be used... for now...) The Birthing of worlds... The pains of learning... I'm interested in embarking on a quest essentially, to really soak up info and knowledge and just generally find out how to do things, getting enough knowledge to creatively adjust my…
If someone is reading me 😄 I want your advice: Re-topology is a long process to do manually, because I'm aiming mobile platform I try to be accurate in keeping the original shape but optimized as possible. Now I did decimation of the hi-poly floor but still after it requires me manually go through everything to adjust the…
Like gray said, it depends on what you're trying to do, but if you're just trying to get a triangular prism to subdivide you might try something like this: Left mesh: base mesh with supporting edge loops Center mesh: base mesh with smooth preview Right mesh: smoothed mesh with 2 divisions
The eyes look flat. Put a finger in the middle corner of you eye and one in the outer corner and with your hand level with your face see how much angle there is. Never do a closed mouth model when it is for yourself. You are missing 20 percent of the learning opportunity. Keep your retopology polygons as square as…
yes the normals appear to be slightly bent should I manually rotate them or something to your second point the low poly isn't finished yet I'm just trying to sort the baking issues low poly without bevel
To add to what Fabi_G said,you should try to practice modelling more.Adding a cube and subdividing it until it becomes a sphere it's not a good practice,especially if you model for games.A quick tip I can give you,that's what I was doing sometimes at the beggining,is to get a picture of the object you try to model and draw…
I've setup just a head mesh with some solid color diffuse, normal and roughness. But I've getting some unwanted results while setting up my lighting. I'm trying to get rid of some sharp shadows, but by changing the source length by as little as 0.001 it gives me some ugly scattering. I seems like the skin scattering in UE5…
I'll get things rolling with my amateur opinion and hopefully someone else will jump in and give you some actual advice =P Based on my personal experience drawing and shading form helps me understand 3D form. I can spend a week drawing something in 2D from various angles and as I study it and try to imagine how it looks it…
@Polygoblin We have some simple ideas so far. An overall premise and such. And a relatively high level starting "story" I guess. We have just enough to help us figure out the basics of the game idea and also enough to plan a little demo. It will have to expand later for sure but right now we are keeping things open enough…