yeah if its too smooth it wouldent fit unturned it would look like its too detailed !!
Low poly is not he same as flat shading, making high poly meshes flat shaded will look odd. Nelson uses sooth shading constantly. If you want it to fit Unturnedās style, make it lower poly.
yeah i got you i just thought it lookd beeter that way in my opinion
and im still learning so yeah
Hello again!
Much like the last post you did of this kind, which was the tentacle cube shown in the last picture, iāll say that sculpting doesnāt exactly suit Unturned IIās style. While it does look nice, from a visual quality perspective, the models themselves donāt exactly suit the more cubical and sharp geometry in Unturned II, so going with a hard surface modeling approach would make it look significantly more in-place with the rest of the things that would be in Unturned II.
And maybe getting rid of the normal maps (which is what i assume iām seeing on the first 3D modelās face) and replacing things like eyes and mouth (as long as itās not part of the geometry) with vector graphic would also make it feel at home in Unturned II, since textures are flat with solid colors and the faces are now vector graphics, instead of textures on the model itself.
Hope that advice serves you well!
@darkySp ur actuly right that would look more unturned⦠i will do that in my next model ā¦thanks for the advice
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