I feel that I'm qualified to chime in here and say that although I haven't tested TS sync as extensively with Unity as I have with CE3 and UE4, I didn't notice any problems. I would of course prefer to bake everything in Mikktspace but at least it's possible to bake to the tangent space unlike Cryengine. I've heard of some…
Been plugging away for the past few days. Thought I'd post an update. Ive finished most of the smaller details and all i have left is a few more bells and whistles and then to finish the body and integrating everything with that. I've learned alot , mostly about how Maya will crush your hopes and dreams when you forget to…
Thanks all, especially Atticus :) I think I've made the middle grooves less dark now and the side grooves are the highest in contrast? As for the highlights I'm still struggling, possibly too many highlights still. As for dark colours, again my cintiq isn't helping but what would be a cool brown? I tried but saturated…
Hi everybody! I recently updated my reel with some work I did with TorQue MoD and his project Andromeda Wild (https://www.kickstarter.com/projects/torquemod/andromeda-wild). I animated the quadrupeds in this video. The solovant (big creature) scene, along with a walk cycle are posted in my animation reel. I rigged this…
I watched some tutorials by Laurens Corijn (the guy behind the Xoliul shader) and he talked about some nice stuff with keeping a lot of parts continuous. Texture space, intersections when baking etc etc. So I wanted to try it for myself, see what kind of result I would get. I felt that it was going pretty good so I decided…
Great work man, good job with the final expression/pose too. My late to the party nitpicking: -the final angle looks a little weird to me because it hides his right arm, a bit more to the front would read better. -you could tweak the roughness on his skin inside the collar so you dont get those weird reflections on areas…
At the moment the biggest thing for me is the inconsistency in style. For example roof, walls, wooden bits etc look like they are from Oblivion while front doors, glass, lantern are very stylised (kinda Fable like), almost cartoony. I just put my thumb in front of the door part and the image felt completely different. You…
At work atm so I can't post a pic but it's a very basic setup: 1 rgb into diffuse slot 1 rgb for (r) AO / (g) metallic / (b) roughness into their respective slots. 1 rgb into normal slot Reflection capture nearby. And yeah, in SD I had PBR metallic/roughness for the outputs then flipped my metallic map IIRC. I tried all…
You CAN do the scale negative route, but it's probably better to use the rightclick>transform>MirrorX/Y/Z options. That sets scale to neg1, but might also set any other flags we don't know about that might affect lighting or normal maps or what not. I can't imagine what those flags might be, if there are any, but I've…
Yup I agree El :P On creating that kind of geometry straight in Zbrush : I agree that in general it's a pain, and obviously sculpting doesnt cut it. However it seems like there is a few original ways (read : backwards, convoluted, impossible to guess) to achieve that kind of stuff with stock Zbrush fonctions. You could…