Hey to all, I was wondering if anyone had a good naming convention or terminology system I could use to name the ARGB channels in my Gloss map (and use them as Masks if desired) for artist friendly reasons. To give an example of what I mean: +Diffuse+ =Enable Diffuse Roughness (Oren-Nayar)? (User defines if they will use…
dang thanks a ton for the kind words, everybody! :D Dylan: I'll definitely try and do some more gestural stuff, i think that's really useful to capturing the character itself (and getting some ideas for poses later on) Joe: you're a champ man, thanks for pointing that stuff out. Hopefully I addressed what you meant but…
umm, sort of. if you ignore the neural bullshit it's doing the same thing your standard offline hair rendering does. You define a small number of guide splines and it fills in the gaps - in that sense yes, the artist defines the volume and the machine does the rest. The harder problem is transferring that principle to…
Not really splines, but you could do that I suppose - build a spline and convert it to a Emesh or Epoly. My initial method was to be more like creating a cube at each cross section, deleting the top and bottom faces, then shaping the cube into a cross section. Then you connect all those cross sections. It's hard to put…
Hey Taylor, There is a few subtle things I get from the reference that give it some "oomph" that I think your scene is either missing or isn't executing quite as well. Overall, to me, if the reference is 100% you seem to be at 90%, but that last little bit is the difference between an environment I just travel through to…
i'll echo EQ's comments about spec levels & not going overboard! Not everything has to be shiny, or at least flawlessly shiny! some tips: - as EQ mentioned, work Diffuse & spec simultaneously. I will sometimes take the diffuse to about 60% completion, then start honing in specular stuff. When i go full on in both however,…
not if you are not intending to do a good looking model or proper bake : P have to disagree there, 6( 8 )sides are no circle, thats a hexagon and you would be better off defining it as such one instead of trying to make it something it isnt. Cant argue with uneeded edge loops of course, but from an artistic standpoint its…
First off, I'd have made your thread title a little more interesting / descriptive. :) First thing that strikes me is the feet - right now, it's as if you couldn't decide between separating the toes or not, and it's feeling neither here nor there. Either go for obviously joined (maybe some semi-translucent webbing or…
I wish more people (when making source-2-pixel) would use proper math and other functions which would generate the best result in a way that mimics the 'core' features of old-school minimalistic art from games, not the pseudo-nomad-hipster ads everyone and their grandma's make in PS in under a minute. For example, total…
Interrogator_chaplain I find that having a good alpha definately helps for creating grass. Once you have a good texture you just cross them a few times over. In my case I have 12 polys crossing each other some larger and some smaller. This way you have some variation and it isn't all the same. My grass is probably too high…