yeah this is usually a result of hq or viewport2.0 rendering modes. I usually delete the material node and start over by bringing in the relevant texture maps while still in whatever rendering mode was producing the problem
Your sketches look good! Keep going! *waves a flag* Why not try to work on poses (minimum detail) to help on dynamic? That's usually pretty fun and quick. As usual your character art is awesome. :)
usually indies don't have much money, so indie rates just impliest that artists are willing to work for less money than they would usually take from bigger clients with a decent budget
Yeah but they usually do double the shadows in some areas. You can always paint those out or just reduce opacity on both AO. It's usually bad idea to have 100% black in your AO anyway.
i usually listen to gdc lectures, but recently have been listening to theoretical physics videos, mainly ones from the perimeter institute. however when i'm in the mood for music i usually stick with e nomine.
In my experience the way SP calculates normal details usually gives me a few problems, but since I'm usually exporting to another program for rendering I just ignore it and check the quality regularly in whatever software I'm going to render it. I don't know if this is what you're going to do, but I found that a lot of the…
Hm. What I usually do is bring the low poly into Zbrush, subdivide it with smooth off 2-3 times, then subdivide it again with smooth a couple of times and smooth it out with brushes. That usually keeps the detail.
Probably needs a Visual Studio dll for an older version. These usually don't ship with the OS. But if you find out which version, you can usually download the correct end user runtime from Microsoft.
Haha, who told you all of this? You're definitely hanging around with the wrong people. On Polycount the usual bad advice I've seen is usually squashed a few posts later by someone more experienced or sensible.
Ah yes. The old forced to polish turds situation. Happens way too often. Usually enforced by someone who doesn't understand the art pipeline. Usually managers who lack foresight or don't bother to plan ahead.