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Re: [Finished] Mech Fan Art by Shinku Kim

Finished the mech. Follow on artstation for more images, breakdown, turntable. You can leave a like, comment, and all that good stuff. I love to hear what you think. Thank you for watching. https://www.artstation.com/artwork/xDEYZX 



np1094np1094
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3d anime character. Need feedback!

Hey-hey poly people.
I am working on a character in anime style. I am planning to make it look as hand drawn as possible, my direction for style is mostly "Jujutsu kaisen" and "Chainsaw Man" anime titles.
 A little bit about workflow: it is directionless now, so expect a massive amount of triangles on a screen.I do mostly use them to make things keep their shape as good as possible. Definitely not the most traditional workflow, but here we are.

 Character is planned to be in a low to mid poly range, and I don't plan to bake (much) normal maps. The reason for that is because I would like to texture it in Guilty Gear style with using texture atlas, so mostly flat colors + hand drawn style outlines, never done it before so learning something new. Might change though, depends if toon shader in unreal is going to act up or not.

 Don't mind inconsistent tris amount on different objects, I am planning to change it in a future. Maybe.

 Goals of the project:
- have a character in a hand drawn anime style
- keep a reasonable amount of polygons
- make a basic rig
- put it into unreal engine
- make a toon shader for it, make it as close as possible to look like anime
-not go nuts while I make it

Work in progress pictures, 3ds max viewport screen grabs for a while:

Do note: face does not have custom edited normals, it is just two point lights with shadows + one light in front, nothing fancy. However I do plan to transfer normals from spherical-like object later to correct smoothing of shadows more. The rest will be handled in shader inside of Unreal.


Face topology. Unlikely a subject to change, I might tweak shapes a little bit.

Hair mesh. That's in case seeing so many tris made you feel uneasy. Made by using splines with cross sections (yes I know it is possible to make it faster in blender). Yes, I will add more polygons into it.

If you have any kind of feedback, I do welcome it. Thank you.

AlbaAlba
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Re: The wonders of technical art (Unreal Engine)

I should make one more  pass and make a camera fly through, and put Meshuggah music on it :'D
ObscuraObscura
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Re: Can see through object on area that isn't transparent.

I think you should set the shader to masked rather than translucent. If that broken window is a different material and it shows through I think that indicates a sorting issue with translucency. 

if that does not solve it you can double check the face normals be setting the shader to two sided. if that looks correct then you would need to flip those faces in your modeling application. 

it may be worthwhile to show the alpha channel of the color/opacity texture.

If you do intend for the windows to be translucent I am not sure the most appropriate way to handle that - i'd expect you should be able to use a mask and keep it a single material, however what I typically do is would make it a different material. A more techy artist might be able to suggest the best approach with that though
Alex_JAlex_J
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Re: How to pack more details into my terrain?

I would suggest generating erosion on the terrain using a dedicated tool like WorldMachine or Terragen or the like. This will make a splat map for you, which you can use in a Composite node as your layer masks.

To isolate the RGB color channels you can use Color Correction nodes, or even easier just use a single OSL Uber Map node.

Re: Landscape and roads

streaming and virtual textures, while very nice are not relevant to this issue

The spline system seems to work fine on my large nanite landscape  (10x15km) and while it's a little clunky I can't say I'm having any major problems with it.
I'm not building anything as dense as New York though. 

Your biggest problem with building a city is what happens between the roads.  PCG isn't particularly useful for this stuff if you're trying to match real world layouts -  the main issue is that setting the direction of anything is basically impossible due to how it handles point fields. 
So far I've found it easiest to block areas between roads out using the modelling tools (spline, extrude etc. )  in editor, take them out to Max for refinement and bring them back.  Using large meshes isn't a big deal culling-wise if they're either not dense or you're using nanite so don't be afraid of that. 
I suspect you're going to end up using splines to start with and by the time you finish it'll be mostly meshes.


A note on using real world satellite data since I did a lot of it not long ago ... 
Make sure you're using the appropriate UTM transforms or you could get quite a lot of lat/long error  (get it right and you'll see under 1m per km error)   
Height is not super accurate  - even the top end (eg. when you pay Airbus a lot of money to use their fanciest satellite to get you custom 0.6m/pixel data) has an error of 1-2m in the vertical. 

The Landscaping plugin with the mapbox extension is really good - it sorts all the complicated GIS stuff out for you and grabs you a color map to go with your height which is super useful for blocking out.  The only downside is that you can't get super high fidelity data  





poopipepoopipe
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Re: Quake using Unreal.

Pinned down the new look for the game. Has to be budget friendly and look good. I'm going for a ghost in the Shell type of look. Simple toon shader and some dynamic post-processing effects.  

https://youtu.be/AJE7J_bgVZE  

Re: Tutorial: Character Lighting in Marmoset Toolbag.

Wayback Machine has it. https://web.archive.org/web/20130508184237/http://www.marmoset.co/toolbag/learn/character-lighting

I suspect the old tutorials use outdated workflows, so they were probably just not worth the effort of updating.