Next I moved onto making some sand bags, just to get the general elements of the scene in place I initially planned on sculpting these so I can get a little bit more details since in the reference image there's quite a few stacked on top of each other both around the shrine and on top of it. I was thinking to potentially…
Hi, I worked on this original character (ZBrush sculpt) and now will be working on further texturing him in substance painter, rigging, and animating him, and making him a playable character in the Unreal engine. This thread will document my progress. I originally made the Hippo Warrior’s UDIM texture set 2048
x 2048, and…
ah yes lol. well its not the deepest end. she doesnt have arms :P but yes i agree with the focusings on one part of anatomy. i've been doing sketches and studies while at work which has been helpful. I plan to work on some hands and heads/faces after this. Mainly chose this sculpture to work on the torso and cloth and also…
Pfff man thats boring, we had tot do the same thing with 1 raw egg with a group of my new class(basically asking completely strangers in stores and stuff)... we traded the egg for a bottle of jam, then traded the jam for a headset, then traded the headset for a cellphone dummy, then traded the dummy for a CD(with the…
"Without it, dark edges around the hole were visible on the normal map." Just for the record, the normal map should show color changes (if there is smoothing to counteract). Obviously, it has an easier job when the smoothing is more uniform. The mesh you use for baking (generally) should be the mesh you export, at least in…
Oh wow , no .. that window makes no sense, i totally missed that ! facepalm. Thx Obscura . that's why i posted , i just finished a similar quick project (will upload later) and by the end i wasn't satisfied just because focusing on technical learning and workflow .. i overlooked too many other things for it being good…
The textures are still very early stages, I've only really gotten in base colors and grime, no material definition or emissive maps (for the lights) or anything like that. I should have been more clear about that. I've been fighting with a good color to go with the wood paneling. Anything I've tried that's too saturated…
Cool looking env so far! I think you would be far better off making a waterfall shader and using geo than trying to build out a whole waterfall with particles, as seems to be happening in the video you posted. If you make a good looking tileable shader and UV it flat, when you push and pull verts to make the curvature and…
Would probably prefer to have a manual way to input the amount of tiling, as doing it based on texture resolutions is sort of restricting. I normally unwrap with the regular checkers at 10x tiling, and would probably just end up cranking up the texture res on every model to get something close before bringing it back down…