Is there any obvious flaw with my topology that would cause these ugly warpings? This is the back of a seat that needs to be flat. I've flattened out components, lining them up with the same axis. I also ran a cleanup to remove stray components. I'm new to Blender and any help is appreciated. Below, the highlighted blue…
Hey guys, I don't want to clutter up the "Watcha workin' on" thread so I'll dump all my mini men here. They're intended for a short video mockup of a lil game I have floating around in my head. Not much more than vague overall ideas at the moment though. For those who wanted to know how I made them it's nothing special.…
I like it a lot! I'm wondering if you could sharpen the design on the flags, it kind of looks a little blurred atm. I also feel the foliage has the flat shaded look of BOTW, while the castles look really high detail. I'm getting a bit of clashing between the two. If you adjusted hte tiling material on the castles to be…
you should make a decal sheet to help you marry some of those assets to the wall. right now everything looks like its floating. If you put some stains or just some simple faked ambient occlusion on flat sheets in between the wall and assets things will look a bit more real. also, maintenance boxes usually have more…
I concur with the dropping teh gradients of doom. They're pretty dated for almost everything minus a very very subtle/not even noticeable gradient. Most modern design in print and web is flat design, if you wanna get fancy you can maybe try your hand at a 3D "flat" look, aka basically orthographic with solid shapes of…
This is really sweet! Love the ketchup and mustard bottles, My only thing that you could check out would be that your normal map is wasteful in a sense that only the one piece is using this. I'm only saying this as Baddcog had commented on my post saying that I had done the same thing. Here is what he told me: Honestly if…
To elaborate a bit on what gauss said, the model is very solid. Good design with some anatomy problems (arms too long; not even length..). The main thing that I see is that there is no single theme to the piece. It looks like patchwork just flapped together. You also need to work just a bit on your shading. All the colors…
They didn't pull it off too well though, as it was debunked as soon as it hit the internet for countless of reasons, one being the simple knowledge of how quantum levitation actually works and why it doesn't hold up there. The other being lackluster post effects and very flat matte materials, as well as camera-tracking…
This looks more like unwelded verts or wierd smoothing groups more than anything to do with the normals map. Try welding your uvs, making sure everything has the correct smoothing. The pictire with the flat normals looks like it has incorrect smoothing, i dont know anything about UE3, but in our engine if i were to get…
Would love to see a more interesting shape on the big tree. The roots are nice, but floating. The main trunk is very straight, could be nice to make it a spiral or some other interesting shape, that complements the half-circle stage. For example, an old Juniper in Moab by Douglas Miller: