They reuse UVs a lot. Only 1/2 the face is textured, the other 1/2 is mirrored in UV space to use the same 1/2 texture. Same with any symmetrical body parts... only one arm is mapped, only one leg, etc. The helmet UVs are even more optimized... only a small section of the helmet is textured, and all the rest of the helmet…
While this is not unlit, it IS hand painted (a colab between Ishali art and myself). If you want to go check out more renders you can find my full post about this here: https://polycount.com/discussion/238748/marvel-rivals-nightcrawler-fan-art/p1?new=1 And my artstation here: https://www.artstation.com/artwork/wrNnl6
Oh hell thats somehow way more complicated than I anticipated. Its gonna take me years to make 1 car O_O But thanks for the links, they might be helpful once I learn how to decode them.
1. Mechanical keyboards were one of the culprits for me, especially after a day's work in Unreal where I'm holding down WASD keys and mouse buttons. 2. Compression gloves/braces and the equivalent for the elbow. 3. Vitamin supplements with ingredients specifically for joint and tendon health as well as exercises to…
Hello guys. My question is software independent, technique based. So, If i were to have make an open world game and i make hundreds of people in my modelling software, and when things would come to make a face solution that can be compatible with sharing 1 animation across hundreds of models, and lets say i wanted to make…
+1 ^^ A great read if people want to dive deeper: Self Shadow: Blending in Detail by Colin Barré-Brisebois and Stephen Hill. And a free tool to combine normal maps, by James @Farfarer O’Hare: RNM Normal Map Combiner "A little Python/OpenGL app for combining tangent space normal maps together. Uses the Reoriented Normal Map…
If you don't mind me asking, how did the exhibition go and this is a serious bid btw I'm curious if the kitty is for sale? she or he is particularly gorgeous :) Your painting has come along in leaps and bounds - so nice one Marie :+1: