Hello! I'm in the process of making my second character model. Taken a lot of mistakes and learning to get to this point. I've been stuck on something the past few days though, and I'm unsure whether I'm doing something wrong or if I misunderstand the process. I got a sculpt close enough, then moved to Blender for…
had to check for the project, switched machines in the meantime and didnt run it in ages. but regarding that rimlight. this is a 1 bit mask of the custom stencil buffer set to 12 (could be any number really, dont even ask why 12, dunno anymore :D ) here is the custom stencil mask applied per object (so it doesnt apply to…
Hey bugworld, from what i can see: -just don't use the normalmap (or tone it down a lot), the effect is really minimal irl, especially on the really shiny exterior carbon. They give that multiple layers of clearcoat so it becomes really smooth. -tweak the spec values. Specular is so important, you can definitely get it…
Yeah as Snader said it's really down to preference on how you go about doing a bake. I prefer to go high first, then build the low around that but I know enough people who would rather build the low first. So yeah preference. Could you post up your reference so we can see what you are basing this off of? In regards to…
Hi, Pathetic: 1. If you look closely at the geometry of the tower base you can see that it is not perfectly round and has some edges. Id say that the artist used over lapping UVs for the base. In fact, if you look even closer you will see where the texture repeats (look for a specific crack and then see where it repeats…
Thank you! I had completely forgotten about deformation.. Been making so many hard surface models lately. I will definately add more tesselation to the bottom of the tunic. And I will optimize the toes a bit. :) His hair will be on a separate 512x512 sheet, and will not be baked, and that's why it wasn't included in this…
Thanks again for the feedback,last night i began with this little(huge) project, Im going to construct all of the low poly environments first then do the highs. I think it will be more beneficial to see all of the lows in the UDK and see how they all work as a whole and when i am satisfied ill begin making highs then…
Hey guys I'm trying to reuse the same workflow that Alex Senechal : https://www.artstation.com/artwork/eVm0P Long story short : 2 uvs workflow, on the first, the baked textures ( trim and decal ), and tileable on the second UV everything is almost ok, except that : This seam doesn't appears in the different Buffer Pass (…
Ahh good stuff, you're making good progress. In unwrap you don't "cut" you break edges. I think the shortcut is B, but maybe that is just what I set it to... You can also get to it from the Tools Drop Down menu. The whole point of unwrapping it at the box stage is so you don't have to hassle with uv's at this stage, now…