Hey folks!! Wanted to share this new tool called Avataar’s Creator. Super easy platform to help animators build spatial experiences with 3D models. This seems like the crowd for such a tool. I'd love for you folks to try Creator out as well and let me know what you did and didn't like. It's a work in progress folks, so…
Hi I'd like some feedback and advice regarding my generated and baked hair. I've followed two courses now - one by Johan Lithvall and another by Andre Pires, which is a very similar workflow to Johan's. However, with the hair I've made, and since, mine always looks like straw. :-\ I've even tried adjusting the shader in…
What does the high poly geometry look like for these areas? It looks like the area without padding is hitting something like a background plane, so there are valid ray hits and it doesn't need to fill in the area with padding
I would like to know this then, why is it that the highlighted areas shade correctly while the other area doesnt? why is it only on the part with the decal? its all similar poly density
Hi , like most people here my goal is to get into the industry (as a character artist ) i've been learning sculpting for +9 months now and i got to the point where im confuse and doubting myself , and the feeling of giving up is back to me again .. the problem is i don't know if im heading to the right way !! people been…
Hi everyone, I've been learning modelling for about half a year now, but I am still confused about workflow for game-ready hard surface modelling. I have seen different workflows like: 1) Perfect quad (low-poly) -> SubD (high-poly) -> bake (game-ready) 2) Boolean, quad, etc. (block-out) -> fixing & SubD / dynamesh /…
I want to create a 3D Character model based on the displayed concept, the intention is to make it in an Overwatch/Valorant style. Feel free to point out any mistakes aside from the points I mention. The main part I seem to have a problem with are the proportions, even though the current model is more or less in a blocking…