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…
Noth I don't do much of a character modelling lately , more of environment stuff: walls , rocks , tiling surfaces , etc and use Zbrush more like a manual touch to SDesigner. To fix taste related things. To weed out some obviously procedural looking things like slope blur produced erosion or curvature edge masks. Once…
This can't really be done without an evolutionary algorithm of some kind - at least not in a way that gives you branching and some sort of physical plausibility. It's not practical to implement that sort of algorithm in designer (it is possible) because each growth step must feed off the previous growth step and the only…
And seriously, stop smoothing everything. Just replicate one of the planar face models we gave you, and then we'll talk about edging it closer to realism or whatever else you're aiming for. Foundations first, confusion later. You don't need to confuse yourself with steps that come later, just focus on what's right in front…
Rip me apart people. Tried a lot of knew things with this one. Like this was the first time I made a normal map with Zbrush. Also my texturing skills are a little week. https://www.behance.net/gallery/19354687/Old-Stop-Sign
Reflections in reflections. This was very easy. We just need to take the reflection vector again when we hit something inside the reflections. We can make an int for counting bounces, and set a hard limit if we want, or we can use arbitrary max reflection ray march steps, and just stop when we reached that, or hit the sky…
i guess my first response is, why are you doing this? are you channeling packing or fixing some bake error where your normal map is in the wrong tangent space? recording actions is fairly simple and sounds like it would automate your process. simply press the record action button, do your steps and press the stop button…
here's the steps: Step one: create a project: Now I've got a clean project: I add in a material or smart material: The asset looks fine, everything seems to be working: Now if I try to add any other material: Something goes wrong and layer patterns stop being added: Try adding another material: Doesn't add in any new…
I get the feeling that you are lacking in any serious concept art / design. You just jumped into modelling something and are making it up as you go along. It doesn't work like that. Get back to the drawing board and design a character properly. Don't skip steps. The Team Fortress 2 Characters look that way through…