I really like how this comes along! Your modelling is really impressive! Great work so far! As for the snow and vertex painting thing, I can tell you that realistic snow is (atleast for me when I tried it) really hard to achieve. For the vertex painting itself, I would try to blend your materials by heightmaps to get a way…
ive just been working with normal maps on the unity uma2 editor and i stumbled upon these greenish normal maps there too they did not erase the blue channel there but also seemed to change them somehow to this green look in a more complex way This is done to make it possible to create easy overlays of normal maps, so you…
I think that's looking pretty impressive so far! :) If I was going to change it, I would try to make certain parts of the body blend into each other more smoothly. I think I would reduce the amount of fat dangling beneath the rat's chin. At the moment it looks kind of unnatural to me. I would either give the rat a more…
This is what the Disney brdf ggx model does. It was developed on the film Wreck-it Ralph to simplify the amount and type of maps needed to create realistic materials. It has since been adopted by modern game pipelines and is pretty much the new standard in realtime texturing/shading. The metalness map defines whether the…
I agree with wood looking a little too desaturated. I'll run a fix when I can. Thanks for the tip. The wood is built primarily through a sculpt, not through substance noise. I basically used a base color, then blended it with a curvature map running through a blend node. I then added some random noise to get variation.…
*One man, cloaked and clearly attempting to blend into the commotion, was headed for the residence of a Demacian diplomat attending the festivities as a showing of good nature between the two lands.* Too long of a sentence. The thought seems to run on. Also the diplomat would not have residence if he was visiting from…
Multiple skin modifiers isn't a good idea, deforming a mesh that's already deformed will lead to unpredictable results. Most game exporters will ignore the extra ones anyway The best way to skin in max is to explicitly set hard weights on verts and then go over the mesh and sort out blending. If you rely on envelopes and…
Thanks for the crits, guys! :) Yeah the water was looking crooked because the banks weren't even. One was flat and the other dove into the water. I raised the water level and now the water doesn't look "crooked" anymore. haha. @rorozilla: Thanks, man. Yeah, the rocks and foliage would really help the scale. I'm going to be…
Thanks guys, much appreciated. Here is the substance workflow, the inputs from the left are just 4 instances of a metal substance i did which was literally a clouds node with a grunge overlay and a color node, and the metal plate substance which was just an instance of the metal substance with a mesh pattern to a normal…
Awesome! When I first opened this thread I thought the top pic was some concept art! Have to agree with Tobbo that the water doesn't quite fit the scene. But, having worked with them on scene myself, I understand water shaders are a pain in the ass. The colour is ok, just the ripples look too much. But that is a minor…