Hey man, good stuff. I think your character is coming along nicely. I'll preface by saying i'm not a character modeller. Things I noticed that can help push the final render, mostly by comparing with your quality benchmark piece here https://www.artstation.com/artwork/KekQgW presentation: I'd pay more attention to the…
Some improvements since yesterday. I'm still very scared of doing UV maps, and texturing. So I'm sticking with the default material from Blender. I still don't know how should I aproach making this into an actuall video game asset, as it is probabbly too high poly? No Idea. Maybe it should be retopologised into a single…
the "standard" obj format is quite limiting, eg no support for vertex colour though if you have "control" on both export and import side of the equation then it's relatively easy to extend it to cover any possibility otherwise you're limited to your default apps importer. I think what i'm trying to say badly (beer brain as…
This is how unreal handles large environments. Other engines do basically the same thing although implementation details might be different https://docs.unrealengine.com/en-US/Engine/LevelStreaming/WorldBrowser/index.html Default resolution for height maps in ue4 is 1pixel per metre (ish). You can increase that but mostly…
Ok. You proabably aware about this problem in Max its very popular request, but for some reason almoust no one still haven't solved this issue and those who solved want you to pay them money for that solution. I think its not fair that you should pay something for stuff that should be there by default. Which is why I…
Thanks! We're posting the question right now. We tried to break the attributes appart, but we need to blend a sss mat. and a metallic mat., and it appears that the main material doesn't allow to connect both attributes at the same time (when I use a default lit shader it disables the subsurface attr. and when I use a…
Blender Z combine node has an "Anti-Alias Z" checkbox (on by default) in its 2d compositing mode. It makes resulting mask for color channels antialiased . Very handy feature texture wise especially for small, few pixels details, hairs etc. I wasn't able to recreate same behavior in Fusion. Wonder if Nuke has a workaround…
Have a go at creating, saving and using an animated model in-engine. You will find that it is infinitely smooth. You do indeed make frames, but you aren't making every frame, you are making keyframes that are smoothly tweened to infinity. You can of course make it behave like traditional animation, but it's not the…
Dynamesh resolution is dependent on the scale of an object. ZBrush's cube/plane primitives are 2 meters by 2 meters and provides a decent dynamesh at the default resolution. If you model is much larger than that, your dynamesh will be much denser; much smaller, and you will have to hike up the resolution to get a decent…
@Stexara Thanks man! :) I can't remember off the top of my head, but I think i used one of the default environments and added 3 or 4 light sources, all of them almost flat white color. Looking at the renders now, I'm pretty sure there is 1 main frontal light for the glare, 2 side lights and one light from the back.