I've got an asset that includes some metal surfaces and a glass surface. I looked through the docs on Layered Materials and through the available properties on the Material Functions I created. Even though "Make Material Attributes" has "Refraction", I don't see a way of having one Function be Glass (i.e. Blend Mode =…
Hello dear community First I grabdoc the heightmap and then exported it and put it into marmoset but it does not show properly and the edges are lower than the whole surface. Here is in ZBrush, As you see the edges are fine and equal with the whole surface: And here is the final result in marmoset toolbag, as you see the…
That doesn't look broken to me. More red = surface points more to the right of the texture. More green = surface points more to the bottom of the texture. Both of those surfaces (the leftmost edge of your indent and the leftmost edge of your baked detail) are supposed to be pointing towards the right hand side of the image…
Floating geometry means not including all details on the hipoly mesh but to have things like small holes, etc float above the surface. Since the normalmap only stores the angle of the surface that works. Personally I prefer modeling out a separate "bump map" (though I render it as normals, not height) because then it's…
These are awesome tutorials thanks. @WarrenM Are we speaking only for hard surface in Zbrush or also with characters? Because, i think people start first in Zbrush and then retopo in other programs, piece by piece. So no one, is making hard surface in Zbrush first and then retopo in other programs why? Should i use Maya…
In alpha channel you're storing Roughness values. RGB has only Metalness. Metalness says how much metal is the surface. Roughness - how much the surface is reflective. For example, you might have model with shiny plastic surface and rough/worn/dirty non reflective metal; for that you set in RGB which parts is metal, which…
I'm not sure about camouflage, thematically. It's a floodlight, you know? Not exactly hidden or anything. I'd go for 4 or 7. Muted, industrial surfaces, but not completely without interest. I think you can get the same variation in surfaces that you would get from incorporating camouflage by including different surface…
I would recommend looking closely at real-world locations that use a lot of neon lighting, and try to replicate that look and feel. For example Ginza district in Tokyo comes to mind, especially the back streets which are not so intensely lit as the main streets. https://whenin.tokyo/Tokyo-s-Best-Backstreet-Alleys Remember…
based on the top right ref in racers pec the extruded bevels are also to pronounced they need to be pulled back into the surface or the surface needs to be pulled out a bit, can't tell which but 1 of them has to happen :D Other then that some pretty nice hard surface modeling there, it's nice to model things with ref,…
Hehe, ok sorry about the smoothing accusation. Dont know if this helps but when I was sculpting we would use foam to make our hard surfaces, armor, weapons, etc. We'd usually cut the shape out with the band saw and sand it from there. If we tried doing a hard surface though clay it usually ended up looking...well...not…