Ok so skin breakdown. I am just going to overview this stuff. If anyone has any questions I will be happy to go more in depth. So first off important things to note with skin in Marmoset. 1. Energy conservation - Will compensate for the color you put in the subdermis/ scattered areas by putting a color close to it's…
I am just going through the list, this weeks progress - Just brought it into zbrush from marvelous, did a bit of clean up, but more to do. Got myself into a character gig, so progress might be slow for the next few weeks ;)
sacboi, I was aware of this tutorial but did not follow it. All I took from there was the refboard and some plugins he recommended otherwise my work was done on my own, and honestly it seems I did a better job in terms of shape, proportions, and details. Including all of the above it's still a bad idea to include this work…
Thank you. The reason why we want to test UE is speed and costs. I believe - without proper testing with an actual shot pure speculation I know- that UE can render a frame much faster(there are a lot of other aspects than speed, sure but let's simplify) than Arnold. I rendered CUs with much hair and SSS and got rendertimes…
thanks guys. skayne: these days i use trim dynamic alot its behaviour is also pretty cool for flattening out parts this year i had a lot of under NDA projects for film and TV, games somewhat died out over here, a lot of companies closed or switched over to browser games, so it was a pretty interesting year for me, changing…
This is a model I textured and mapped the UVs for the a Torque project. It was originaly modeled by Sarah Airington, but I did some editing to optimize it add a little more details to the mesh. Rendered with specular and glow map. The model has 2991 triangles, but I only had to texture 31 different objects not including…
Hi! I think with what's here, both the mesh shading and the surfaces can be improved. Some modules, such as frames/arches, would benefit from more detailed models. With wooden structures in particular, I think it's important to get the grain direction of the wood right. To improve the mesh shading, I would add some sharp…
In order to conlude this topic, I did what @oglu said and did not even bother to add height map and it work pretty well, as i was exporting from substance i used NormalGL and it seems to combine normal information with height information. So when i rendered in Maya Arnold it was very close to substance. I tried to change…
Looks good as is, although maybe there could be more variation in the chrome? Im assuming it was put together in substance or something similar. Also was there something specific you were looking into feed back for? was there a polygon budget for the project? used in an animation? depending on leeway, maybe add paint over…
Hey, I saw your alleyway scene on the weekly recap, and I thought it looked fantastic. The layout looked really familiar though, and I spent a good while trying to remember what it reminded me of. I finally found it! Did you take inspiration from Mikael Nellfors' "Path to Nowhere"…