I hope I'm not sounding difficult, but another reason why I made this thread is because I've actually been making discoveries that blur the lines between both game development and offline renders. For example, after I read all those links, I went and updated my software and found that the previous real time render mode…
Thanks for the comments guys, I've fixed the distance between the eyes. The cranium shape is pretty squashed, but it'll be completely covered so I'm not worried about that. As for the other crits, I'm using a specific ref as Brad mentioned, and she has a bit of an overbite. I did soften the jaw line though. Nizza_waaarg:…
ceebee@ yea I agree if the stuff on your real does not make the cut then you don't get the gig. same in film and games I think. I have no illusions about that. if you try to jump into it without makeing adjustments in your style, textures, all kind of subtle things you could totally fall on your sword. even if your good on…
All the texture sheets are 2048x2048 except for the hair which is 512x512 The shaders are quite simple most materials are made from just plugged in the textures to the correct nodes, the SSS map was a little tricky to get working well with the rest of the material and was blurring the facial hair, the texture was blurred…
This is what perplexes me, from one side, the work etiquette in gaming is radically different due to the social structure that surrounds the workforce vs the managerial school of thought which comes from people which have been in business for a while, and on the other, the industry simply grew too fast not having enough…
I was searching the Unity3D forums and came across the Strumpy Shader Editor (SSE). It's a visual shader editor akin to UDK's material editor. I decided to try to convert what I've got so far to Unity and SSE and it has been going well so far. I know you've been helping me in UDK, but I believe it's easily translatable to…
Slightly OT but this needs to be said, Im sorry, but Deus Ex graphics looked much better than System Shock 2s. Yet even at the time Deus Ex graphics werent cutting edge, and as stated they were only a year apart. Those polygons for the nose always bugged me in SS2. SS2 also wasn't a living breathing world where you had…
AMD is obviously pulling up the rear these days in terms of processing with CPU's, but then, they are cheaper, and realtime graphics dont really require that much, if any cpu demands at all. So I get where you are going... However it looks like you are not saving money on the processor but are sacrificing processing power…
Are you actually using a specular-gloss workflow based on the tutorial, or a metalness-roughness workflow? The latter one is the most typically used in these days. Because on your "Gloss" slot has a "roughness" map, and you inverted it to work as a gloss map, which is right to get it work properly in that case... ...but I…
Hi, Jin from Quixel here. Your setup is overall correct but I will suggest you a few things and share more information bellow about LiveLink: * If you have roughness, you don't need gloss(iness). It's the same thing, just inverted. V-Ray can use both but some renderers are only using one or the other. You get to choose…