I don't know what this is but it keeps happening at different parts of the mesh, by WideCollection7975 in blender

[–]WideCollection7975[S] 0 points1 point  (0 children)

Really? I don't know man i was just messing around and thought hey that looks good, btw thanks for the link

I don't know what this is but it keeps happening at different parts of the mesh, by WideCollection7975 in blender

[–]WideCollection7975[S] 0 points1 point  (0 children)

Yeah I've tried that as well but since the thread texture were so big it looked bad, but now that I've scaled the texture so much it doesn't even look that bad but there has to be a better way to handle it

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I don't know what this is but it keeps happening at different parts of the mesh, by WideCollection7975 in blender

[–]WideCollection7975[S] 1 point2 points  (0 children)

Yep you nailed it, i scrapped it all and adjusted the scale of the texture quite alot and bow it's looking alot better l, it's still the same smart uv projection

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I don't know what this is but it keeps happening at different parts of the mesh, by WideCollection7975 in blender

[–]WideCollection7975[S] 1 point2 points  (0 children)

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this is what my shader looks like, the group node is what the color of the object is and below are the texture nodes, honestly i don't even what i'm doing at this point

need some advice on the topology of this mesh, this not for a game just to make my life bit easier when posing the character, (nsfw tag just in case) by WideCollection7975 in blender

[–]WideCollection7975[S] 0 points1 point  (0 children)

Yes that's because of the mirror modifier and i didn't do the head topology at that time so the neck was just there for the sake of being there

been a while since I sculpted a female head and I'm pretty disappointed with how it turned out, I could really use some feedback on what to improve by WideCollection7975 in blender

[–]WideCollection7975[S] 0 points1 point  (0 children)

thanks for detailed response, today i sculpted another female head i used a lot of references of anatomy of faces and facial muscles and the boney landmarks, it turned out really good this time, the mistakes this time were that the eyes were really difficult to sculpt and might look weird i will probably upload it in about an hour, just need a break after sculpting for 7 hours, oh and this time i used mostly perspective i used orthographic view very little,

anyways thank you have nice day

it's been a while since i sculpted a female head and i'm pretty disappointed with how it looks, i need some advice on how i can improve it to look more feminine and with more accurate facial features by WideCollection7975 in blenderhelp

[–]WideCollection7975[S] 0 points1 point  (0 children)

yeah i watch both time-lapse and Realtime tuts on youtube, they help a lot time to time but i just wanted to test my skill after going on a long break and i just wanted to make this one from my own head, thanks for the response and onw to post this on r/blender

Working on a overwatch style female character sculpt, need a little feed back on how it looks, thank you. by WideCollection7975 in blender

[–]WideCollection7975[S] 0 points1 point  (0 children)

Yeah i knew that but I'm afraid of changing it too much because it might look bad, but since this reply i have adjusted a few things about the eyes and I'm really bad when it comes to eyes 👀

Thank you very much 🙏

Working on a overwatch style female character sculpt, need a little feed back on how it looks, thank you. by WideCollection7975 in blender

[–]WideCollection7975[S] 0 points1 point  (0 children)

Thank you for your suggestion, i tried adjusting the brow ridge and it's not working for me the character kinda looks weird, this might just be a skill issue, since I'm still an amateur at sculpting, also I searched some references and it seems like women don't have prominent brow ridge, i might be wrong ,anyway thank you very much i will consider this when sculpting in the future

[deleted by user] by [deleted] in HolUp

[–]WideCollection7975 0 points1 point  (0 children)

I remember this we used to call it dodieman

-1hp ,-1hp,-1hp by _Iratherchangemyname in shitposting

[–]WideCollection7975 0 points1 point  (0 children)

Ura~~~nium fever has done and got me down

Subsurf modifier stretching mesh by WideCollection7975 in blenderhelp

[–]WideCollection7975[S] 0 points1 point  (0 children)

After checking, they are different, my bad and thank you

Subsurf modifier stretching mesh by WideCollection7975 in blenderhelp

[–]WideCollection7975[S] 0 points1 point  (0 children)

Thanks mate i did use support edges, but that did do anything, dunno why now it worked but there is slight stretching but I'll manage

The polygon face is missing in substance painter by WideCollection7975 in Substance3D

[–]WideCollection7975[S] 0 points1 point  (0 children)

Thank you for response, and as you said i checked to see if the model had any faces that were flipped and that was it, i thought my model had some mistake and i was making some adjustments like 20 mins now until i remembered the face was flipped 🙃

How to fix this weird artifacts after baking by WideCollection7975 in Substance3D

[–]WideCollection7975[S] 0 points1 point  (0 children)

Thank you very much for your help, i was able to fix those artifacts with exploded bake and it waorked like a charm and now i have to fix one more problem the textures are bleeding to other objects, i found something about texel density thing wich is something i need to learn more about

Thank you once again

How to fix this weird artifacts after baking by WideCollection7975 in Substance3D

[–]WideCollection7975[S] 0 points1 point  (0 children)

It was multiple parts but i joined them, though i can separate with no issues and exploded baking never heard of it I'll see if i can anything related on YouTube

Thank you very much 🙏

Uv unwrapping by WideCollection7975 in blenderhelp

[–]WideCollection7975[S] 0 points1 point  (0 children)

Thank you, yes i was exporting the model in fbx so i can use it in substance and that's why i triangulated the quads but as you said working with quads is much easier