Thanks a bunch for the input you guys, I'm just heading out so hopefully I can try to implement your suggestions tonight or tomorrow. Oniram - Yeh, the only material that has a spec and normal is the ground right now (and even that is pretty subtle). Once I get all the diffuse textures done I will play with spec/normal on…
We are looking for a character artist that shares our passion for creating worlds and the characters and creatures that fill it. This person will have a talent for creating the high res sculpt as well as the final, low res in-game model. They will join in brainstorming sessions applying their skills and vision to the…
Hey everybody. I'm relatively new at this. Far enough along to start getting into the complicated issues, but not quite good enough yet to get them right. I've recently started UVing and baking normals from high poly meshes. For the last week, I've been spending all my modeling time tweaking settings and rebaking the same…
Hey guys I am just going to start this thread off with a small overview of the progress that I have made so far. I am in the process of completing this project as part of a masters dissertation titled 'An investigation into creating physically accurate real-time skin shaders' In terms of research I have been looking at…
its a real pain to bake in blender as if you have any metallic on your shader, it either does not bake at all or comes out looking too dark so all the chrome has to be kind of diffuse
Last week I started blocking out some armour, learned how to use material blending for scalp hair and stuff like blood decals, which I will also use for stuff like facial tattoos and so on. Also worked on a walk animation for the male basemesh. I'm kind of doing everything all at once, so zbrush progress might be slower…
To create the foliage for the tree, i took a simple plane into Zbrush, raised it several Sub-D levels, and sculpted this, which i later polypainted to create the diffuse for. "earlyleaf1") after baking out diffuse and normal maps from this plane, i took the images into photoshop and edited the alpha channel to make it so…
I've setup just a head mesh with some solid color diffuse, normal and roughness. But I've getting some unwanted results while setting up my lighting. I'm trying to get rid of some sharp shadows, but by changing the source length by as little as 0.001 it gives me some ugly scattering. I seems like the skin scattering in UE5…
I agree with Cheese, mental ray is a pig and it messes up more than it gets right when baking. In max it also includes the target when calcuating AO, and it incorrectly assigns black as the background color for the normal map, even when the correct color is set in the "normal map background color" option. It also issues…
more updates! I've updated the dumpsters, although the front scuff marks are still part of the main diffuse texture, i've added a decal to the front to help mix it up a bit. I've also removed all of the signs from the dumpster diffuse map, and made 3 decal materials using the textures i think they're 128 in size, can't…