MagicPicker, the advanced Adobe Illustrator and Photoshop color wheel-based panel just updated to v5.1! New version improves adjustment to Fill & Stroke colors for vector shapes and text, enhances Tone Lock that lets keep color in the same range, Color Temperature Wheel and K-Lock, that lets keep K value of CMYK on the…
Thanks all for the further crits. I do really appreciate it. I pretty much ended up reworking the whole head back down to its lowest subd and then started again. After a break I realised just how bad it did look! I also took a a screenshot and overlayyed it with the ref image as suggested by JacqueChoi which helped me get…
sometimes its also just part of the outsourced work that nobody ever sees. and to be fair its realy hard to sell a million nose shape outside a character creator system.
projected decals 'should' work fine with tesselation (haven't tried in unreal) - this is what we do for footsteps etc. in most of our games perhaps it's worth posting some images illustrating the problem - could just be some maths (can't check because I've uninstalled unreal) you could try writing into a virtual texture…
In the past I usual have just increased the roughness and changed the color to signify dirt / grunge when texturing, since grunge is not inherently metal would it make sense to reduce the metalness as well? although I have noticed it oddly stands out against metal upon extreme angles, however could that be a more realistic…