leleuxart i just worked with the guy that made the in game subdivision pilot helmet from that cod demo a while back, if you're referring to that. he said it was a pain in the ass and took forever so set up so the uv's didn't break when it divided. dealing with uvs on sub-d geo isn't the funnest to begin with. wish i had…
Yeah its a complex issue, and I think calibration on the content creation side like Quixel is doing is a good way to deal with it. Or you could petition the makers of all game engines to use the exact same shaders. :poly124: Every PBR system is only an approximation of what is realistic, there is no "one true way" to write…
For me this whole questions sounds a lot like the classic "we have to fight progress because it's different from what we've done before!" argument. I don't buy it. They are tools, and a tool is only as good as the person using it. Also, as the medium gets more sophisticated, more sophisticated tools are required. PBR…
Congrats on finishing the project, like the dramatic presentation :+1: Looking closer, I think the character is a bit stuck between styles in terms of execution. Particularly the hair sticks out against the rest, perhaps a hair-card or strand approach would be more fitting? The materials are currently a bit too…
Retopo and unwrap complete! (Minus the dagger, because I got fed up of it at that point and they should be nice and quick to do on their own texture sheet) Just playing around with a colour palette right now. Rather than blacks/greys I want to keep the colours dark without losing saturation in the blue/purple spectrum.…
most assets still require unique texturing as always, not tiling. tiling textures all over this LAV won't produce the scrapes, mud, paint weathering, iconography, and other details that will make it feel real. generally for something like this you'll have some material value index to check out to start your texture off…
Jack, You mentioned on steam that you aren't aware of other apps in this segment that allow for multi-UDIM painting. You are actually incorrect about 3D-Coat. Just so that you know what you are up against, here is an example from the PBR alpha build of 3D-Coat. This is one object, one layer, one brush stroke and 8 4K…
@Kyetja Thanks! Yeah, I've gone back and remade the chair to give it more polys. I've been out of town all weekend so I'm hoping to get some more progress and screenshots out tonight if I have time. In regards to texturing, I was really on the fence for which direction to take this being stylized PBR or baking down to…
What is nice about Mari is that the brushes feel similar to how brushes behave in Photoshop. So that might be good for organic stuff, or if you are used to a workflow with photoshop. Sadly there is no ability to do stuff like multichannel painting like in painter or 3D-Coat. All in all working with Mari feels pretty…
Thanks for feedback. I call them minimalistical :D . Actually I am aiming for simplistic pbr texture style, cartoonish pbr. But i am agree with, you at least forearms and pants needs some more work. After setting base scene with some props i will come back to this problem, will havе youe remark in mind. Glad you liked it!…