Looking good so far. I like the concept, and the blockout seems good. A little planar through the X axis. When working on your high, and rendering it, you should shoot for a darker diffuse value and more intense specularity. When light hits the model and that light diffuses across the surface it hides or "blurs" the actual…
Make the SSAO a little more intense, and add specular to some of the plants; like the flat ferns. Small leaves can have specular too depending on the species, if the leaves have smooth surfaces or slightly soft surfaces. Where the first would be more glossy and the second would have more of a highlight effect. I would also…
Base color goes in the albedo slot. Metallic goes in the metalic slot, but first you need to change the reflectivity model from specular to metalness. Normal goes in the normal map slot in surface. Roughness goes in the gloss map slot. If you're using roughness where white = most rough and black = most glossy, click the…
Dynamesh will not work with masks. You really don't have to bother with geo when you have a decent level of ground work done, choose half res in Zremesher (or experiment with values) and use subdivisions then. As said you can move the low subdivisions around and the go back to the higher ones. Subdivision will give a way…
Well, workflow wise, i won't tell you what order to paint it in, but you definitely need to conceptualize it as something other than individual rocks. It's not just a pile of random rocks, it has a unified form, and if you don't go to great length to communicate that to the viewer it's not going to have any sense of mass…
model Hey everyone, sharing my latest project here. Comments and criticism welcome: European State Marine Corp Sniper Helmet and Charging Station with Sureshot Industries range-selection focusing. (Modified by Sgt. Tom Bailey, 42 confirmed kills.) * High poly sculpting and hard-surface modeling in Blender. * Low poly…
Most of the major render engine has a roughness attribute on diffuse/albedo (image from arnold support) I normally never touch diffuse roughness. I'll just leave it as is (usually 0.0) But as I dig in more. Especially in Renderman it has its unique name for diffuse roughness which is called oren-nayar. I googled oren-nayar…
I have finally gotten my model into UE3 and textured, but the texture seems a little flat. The normal and specular maps are good but not producing the effect I want. Looking hard at the model I realize I need a portion of it to seem reflective. I have seen these surfaces all over Mass Effect. Now I am wondering how to…
Hi, here is a list of issues to consider divided in several categories. General: - currently, race car bodies are made out of carbon fiber that is painted or wrapped (autocollant) - wheels sit inside the wheel arch and not flush with the fender and are slightly tilted inwards (camber) - usually the rear wheel is slightly…
Hi there. I made my account back when I was very young and frankly I hate this stupid username. But I don't feel like making a new account to post what I feel is an important message. I hope you will read what I have to say. I work as a pixel artist and 3D artist, and pixel art has had such a gigantic brain-drain that…