The top one used a stylised texture I'd made in designer as a mask, so the blur is from the nature of that texture iirc, not (as far as I understand) something inherent to sampler. Granted, I still don't quite get your problem and it'd be nice to get an updated comparison vs what you'd expect it to look like (eg a ref you…
Hey guys! I'm starting working on my fist portfolio piece and this is the stage where I'm at with texturing. A lot more to do. C&C are welcome.Is this piece at a level for me to " attack " a junior position?(of course after i put some hair,clothes, armor ....) Pictures are screen capture from Marmoset Toolbag. The skin is…
Hey, been working on this guy for about a week. Still lots to do on it. Eventually going to normal map him. I'm thinking I may have gone a bit overboard on the abs? I'm no expert on anatomy, just been looking at pics of body builders so if anything is weird please let me know. Not sure about the feet either, not very…
Hey guys, I just finished up this Battle Axe. I'd love a few critiques on it. I went a little overboard with the scratches in both the diffuse and specular..but I think it fits the reference. Heres the reference: more renders: Spread sheet is a place holder, I had to do it really fast. I'll make another one soon...i just…
My vision was create something that was gross but still fun and not scary. I started with a rough Zbrush sculpt to get my base mesh and some shadow information. The Retopology and Baking were done in 3D-Coat. UV`s where done both in 3D-Coat and 3Ds Max. For the painting base, I used my baked AO map as a guideline before it…
A small progress shot :) This was the first test run to get familiar with the techniques. The leafs follow photo ref a bit too much still, whereas I could look a bit more at the painting to get the right shapes. I am happy with how the petals come together, but I'll most likely do a Photoshop pass over all the textures to…
I need to agree with gnoop. There are a bunch of cases where this method falls apart and honestly, its showing on your pictures too. The darker bricks aren't necessarily lower in height irl. So this method isn't used in AAA, rarely in AA, and shouldn't be used for portfolio work. Is it a standalone software btw, or runs…
I remember what the difference was, it came down to how some int and IIRC some float values were initiated (and sloppy coding) the newer AMD were using values that (due to sloppy programming) caused crashes where Intel processers weren't, I should look at earlier code to see the exact reasons why. I know it doesn't help…
Nice, I'm all for more 3D artist focused clothes and apparel (still have a beanie from GDC 08, but sadly all my other game art clothes are worn out atp). iirc the Polycount admins were trying to produce a new line of greentooth themed clothes but were have quality control issues, so maybe you could work with them on that…