Guillemot can read Polycount though his many eyes and ears that whisper back to him, we need to be careful with what we write here, lest we be branded heretical, stripped of our colours, rank, insignia, to be nothing more than a black shield of the Emperor's will.
"A being of preternatural intelligence, cold reason and indomitable will, Guillemot forged his XIIIth Legion into a vast force of conquest and control, a weapon by which he made himself the master of a stellar domain in the Eastern Fringe of the galaxy, the Realm of Ultramar, which during his lifetime spanned five hundred worlds. "
Ghost Lake is a project I have been working on in my personal time. My former lead at Mountaintop, Andy Kreutzer, told me to improve my Unreal Material Skills. I thought a fun challenge would be to create an Ice Material. Once I finished the Ice Material I tried to make a Foliage Material with wind. I then created a Landscape Master with Height Blended Snow. Pretty soon an environment was taking shape so I setup a very simple composition block-out. This ended up being alot more work then I had originally intended, but such is the way of things when you start experimenting in uncharted territory. Needless to say this has been a learning experience for me. I have to thank Tim Simpson who came in clutch helping me with the lighting. I am also very grateful to have had solid feedback from Andy Kreutzer, Jeff Horal, Esteban Chaidez, and Ranko Prozo. I was highly inspired by the game Wayfinder.
I plan to create a project that looks like a horror movie scene, all made of play clay. I am trying to apply fingerprint to the model now. How can I do it, what do you recommend? I use maya and redshift to do this...
It's ctrl+shift+drag now. Doesn't make much sense and isn't even unified across different tools, but it is what it is.
Ideally, you'd simply be able to switch Smart Extrude to that new combination and reassign the old behavior to shift+drag, but I haven't found a script or plugin for that. Might not even be accessible. Perhaps with an external shortcut program / something like Keyhydra if that's still around.
There are no strict rules. Sometimes you need AO for masks generators only . I usually bake several AOs with different settings for different purposes.
At 2048x2048, that tiny little part of the mesh is less than 100x100 pixels in the normal map, and you are getting your nose right up against it. No wonder it's messy.
One solution would be to use your UV space more efficiently (cut that corner area out and give it most of the texture space).
But the real question is why are you doing this? What is the goal you are trying to achieve?
Looks to me like the highpolys edges are sharp, no bevels of any sort, so no detail to bake anyways?
With curved edges, sometimes it`s an option to have more geometry at along the border closely matching the hp, collapsing edges in areas that are less-silhouette defining.
"Time to give up" ... I'm never able to tell, I'm always spending too much time trying to finish a project, I don't have the ability to give up ... Yet I feel like that's what's keeping me so far behind the likes of you (people who progress fast). Over estimation of the skills we have at a given time is the number one enemy for progression (or so it seems in my recent observations retrospectively).
The hard part is it's not pure technical skill that is at fault here, but mostly the brain capacity to know where to go / what to do next during a "big" project, it's a skill in itself but I don't really know how to develop this one ... If you ever find the answer to this, please tell me ^^.
So back to a bit of anatomy, even though a stylized one. At least it looks good already.
Not sure about the eyelids, lower ones especially. The front upper part of the ears seem a bit thin too, but I might be wrong, I need to practice anatomy myself.