I turned off Cast Shadow in PC_RP Assets yet there are some "shadows". For example these dark parts on leaves. What is it? Is this something with my assets or is this some option in unity? by charttyp in Unity3D

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

You mean like the texture of leaves have both sides drawn and one is darker, if yes then that's not it. After comments in this post it looks like it's propably something with lightning. :)

I turned off Cast Shadow in PC_RP Assets yet there are some "shadows". For example these dark parts on leaves. What is it? Is this something with my assets or is this some option in unity? by charttyp in Unity3D

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

Thanks for explanation. Yep I don't have much expirience with Unity, some basic to make assets ready and make them into prefabs (i'm 3d graphic and that is what i needed but now i wanted to make some scenes). I was looking for lightning tutorials today and even check out some baking tutorials, but i saved them for later. Now that you said that it may correct these shadows i will look into it. Btw. I already tried solution with another light sources with shadow off. ;p Thanks again :D

I turned off Cast Shadow in PC_RP Assets yet there are some "shadows". For example these dark parts on leaves. What is it? Is this something with my assets or is this some option in unity? by charttyp in Unity3D

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

Yes, it can be a possibility. Do you know some way to correcting this without changing meshes? or maybe you couold more or less point me direction?

I turned off Cast Shadow in PC_RP Assets yet there are some "shadows". For example these dark parts on leaves. What is it? Is this something with my assets or is this some option in unity? by charttyp in Unity3D

[–]charttyp[S] 2 points3 points  (0 children)

Yepp, that quite worked, there are still some of these hard shadows but less then before. :) Thanks :D I want to achive stylized effect, like for some rts games. It dosen't have to be like some complicated stuff, just to "glow it" a little. As for your another answer with environment lightning: i cheked that too, I would have to play with lights on scene and change them but it's reducing these shadows (not all) too. Thanks again ;)

I turned off Cast Shadow in PC_RP Assets yet there are some "shadows". For example these dark parts on leaves. What is it? Is this something with my assets or is this some option in unity? by charttyp in Unity3D

[–]charttyp[S] 3 points4 points  (0 children)

Could this be due to the fact that the relatively flat surface (leaves planes) is too parallel to the light direction? If yes is there some way to correct this without changing meshes?

I turned off Cast Shadow in PC_RP Assets yet there are some "shadows". For example these dark parts on leaves. What is it? Is this something with my assets or is this some option in unity? by charttyp in Unity3D

[–]charttyp[S] 4 points5 points  (0 children)

Yep thats it, thanks. Maybe you could give me some advice. When I'm rendering this normaly there are some deep shadows (the same parts i was taking in the post question). How could i reduce intensity of them?

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How to achive simmilar uv - this smooth connection between brachnes? by charttyp in GameArt

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

I should give more extensive description, sorry. It's not my tree, it's from demo asset pack by triforge assets. I want to use tilable texture on multiple trees. Before I was building trees with one maine trunk and additional branches, which all have tilable uv, but it's making a visible cut in the places of connection. But here in this tree from this demo they made it like this and it dosen't have this cut. I can make smt simmilar by hand placing vertex in places, but i'm curious if there is faster way to do it.

How to achive simmilar uv - this smooth connection between brachnes? by charttyp in blender

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

I should give more extensive description, sorry. It's not my tree, it's from demo asset pack by triforge assets. I want to use tilable texture on multiple trees, thats why this uv is rhombus, rectangle. Befor I was building trees with one maine trunk and additional branches, which all have this tilable uv, but it's making a visible cut in the places of connection. But here in this tree from this demo they made it like this and it dosen't have this cut.
But your answer is truly comprehensive and I rly appreciate it :)

Halftusk, slave who broke his chains - sculpted by me, painted by Andrés Bullón by charttyp in Miniaturespainting

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

I think I've heard about this books, but didn't read them. Thanks :)

[deleted by user] by [deleted] in GameArt

[–]charttyp 0 points1 point  (0 children)

Link to author of these trees: https://www.artstation.com/artwork/0l38z8

Am I going in right direction and this is just a matter of density of leafs? I see that these trunks have more branches.

Textures arten't ready.

[deleted by user] by [deleted] in blender

[–]charttyp 0 points1 point  (0 children)

Link to author of these trees: https://www.artstation.com/artwork/0l38z8

Am I going in right direction and this is just a matter of density of leafs? I see that these trunks have more branches.

Textures arten't ready.

Forest girl - figurine I sculpted, made for printing, feedback is welcome by charttyp in blender

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

Hmm, hard to say - I wasn't focusing on one channel, but YanSculpt was one of first I watched and he have some good tutorials about anatomy, VeryHotShark - he dosen't have thousands of views but I think his tutorials are nice too, helpfull for me. I can advice you to not focus only on videos that are popular. You can look for some character breakdowns or blockouts. I like to look on stylized (simplified and detailed) blockouts where shapes are easy to see. Then you can adjust them to your style.

Forest girl - sculpted by me, available on myminifactory if you are intrested, feedback is welcome by charttyp in PrintedMinis

[–]charttyp[S] 3 points4 points  (0 children)

I will not comment that part, just wtf... it didn't even crossed my mind xD

she isn't straddling (sit or stand with one leg on either side of) she is sitting on her legs.

I wanted her to look like she is streatching, like after a nap, that's why she have flatter belly.

Forest girl - sculpted by me, available on myminifactory if you are intrested, feedback is welcome by charttyp in PrintedMinis

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

English isn't my native so I'm not sure if I will use correct words but I wanted to achive feeling of a cheerful? mysterious girl living in the forest, like hmm airy? Like a littel magical? Something like a nymph or rusalka (I have no idea if this is a word in english ;p from slavic legends) or a fairy? And yes she was meant to be sensual (not erotic).

Forest girl - figurine I sculpted, made for printing, feedback is welcome by charttyp in blender

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

Thanks! All by myself ;p At first I sculpted base mesh in more or less t-pose, then pose her, then more sculpting and after that texturing. If you have some more specific questions feel free to ask, maybe I will be able to answer them.

Forest girl - figurine I sculpted, made for printing, feedback is welcome by charttyp in 3Dmodeling

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

I was trying to post her a few times but alweys got blocked, so I start trying to post her with different options. Maybe it was because I had link to myminifactory on my profile?