Cool a couple texturing questions. I started with designing the highpoly then bake the info down, with the texturing I used photoshop and I broke it down into three sections the dark brown, silver, and when applicable the yellow tubing. I spent a few weeks doing several different texturing approaches until I found the one…
Oxy: yup, the only reason I see that I'm doing that though is performance. I'm not using crazy hardware, which 3dc takes pretty good avantage of if you have it. I have an imac at home with 4 gigs and a 256 meg laptop graphics card in it. 3dc takes more advantage of graphics hardware than zb, so if I just want to sculpt at…
I think it's rare to find such a strong consensus on something that should be removed from a portfolio, but you really shouldn't feel bad about it. I agree, I think it should be taken out but I'm sure you learned from it so I don't think you should consider the time wasted. You're way ahead of most people a year from…
Should it feel this glossy in the under water shot? They don't have a refractive and glossy water film on top of their surface as they would have on land when wet?
Little update for the groom (always subject to change though). Eyelashes and peach fuzz are from metahuman, eyebrows and hair are custom in xgen. There's a little highlight mask around the back of the hair to add that orange, again, subject to change if I don't like it tomorrow. Also been playing with the cloth sim and the…
Yup, the engine can either: a) slap a cube map over the surface with no bump interaction. 2) slap a cube map over the surface with bump map interacion. d) slap a cube map over the surface with bump map interaction and use a greyscaled mask. The specular stage also allows us to control power/scale of the highlight per…
The idea of baking is ancient. I recall people used Lightwave and Brazil render for 3d max in late 90th or something . Long before Render-to texture dialogs appeared in 3dmax . It followed an idea of "baking camera" using surface normals and UV space for ray tracing. Or just baking shader into UV including reflections.
So I understand that specular highlights are really just a reflection of a light source but in reality, can a surface be so glossy that it makes the specular highlight tighter and smaller than the actual reflection? Or are the glossiest surfaces really just directly reflecting everything around them? like is say, a mirror…
To add some subtle wind-like rippling animation, I would suggest using a normal map of fabric ripples, and scrolling this across the surface, masking it to reduce as it nears the edges (perhaps using vertex color as the mask). Do you have some reference video of what you're aiming to achieve? Super-essential I think, to…
Basically yes , because its already a seam for a videocard and every hard edge is a split edge doubling vertexes along it. Yet not every UV seam needs to be a hard edge and you don't have to always do hard edges along beveled edges. Google and try to understand face weighted vertex/split normals or ask chat GPT? Shading of…