I'm trying not to get too spec talky again since last time it happened, it just wasn't... well.... But I'll put this out though. Despite the conservative geometry, I am still using enough polygons to cover the silhouette. My most detailed prop has up to 800 triangles and my highest texture is 1024 x 1024. The high res…
Of to a good start there, but personally I would adjust a few things. -The very start feels like it lacks inertia and a little more weight. The character looks burly, but doesn´t feel like it, atleast not enough to really sell it. -I´d adjust the jump to a forward/downwards drop, like he´s using built up inertia to slope…
I would really recommend not to learn more then one program at the time for starters. secondly, and most importantly, have a soft deadline of sorts, like in 3 months I am going to put this program into my pipeline. have realistic deadlines to btw, for example my time frame for substance painter was 6 months. this gets me…
For white walls like you've got, it would most likely be real plaster made with horse hair over very basic wooden framing. I know for sure that was in use in the 19th century and it was pretty standard then, which means it undoubtedly originated before that. It cracks very easily and you can't put nails in it. It also gets…
Hi David I am texturing cloth atm so I decided to show you my workflow here. Not the best I am still learning. Basically I used just random cloth texture and blurred it to get basic colour variations. Then I used cloth pattern which was also used in zbrush with noise maker to make details in normal map. Then I added some…
The normal map I showed there was just a quick bake to show this one piece. Those areas are filled up by other UV mapped parts. As for the parts that aren't showing up on the normal map, like in the last picture... That's because of the edge sharpness? I don't even have a hard edge there on my low poly though. I tried to…
If its uniquely unwrapped (a quick auto unwrap would work) you can use viewport canvas to paint tighter more well defined maps and have better paint tool/brush options. Then convert it over to vertex paint, it won't translate perfectly but it will give you better paint tools. Also what about using the paint place/scatter…
Very nice, his face is definitely much more of a focal point now. I think if you wanted too you could push the focus more towards it even by darkening other areas and lowering the contrast. Put an overlay layer or a multiply layer on top at a low opacity and draw a bit of a soft frame around the image to prevent the eye…
You do have select polygon by angle by default on the select menu, it's a bit of a pain to do it tho. You also have the angle the same way as Max on Nex. You gain in some ways and you lose in others. Here's a list that I admire in Maya that Max users could have: - Transfer Attributes - global soft selection - Being able to…
Alrighty gang, so a quick tutorial that of a technique I used earlier today which I found super helpful... fast 2D texturing in photoshop. Takes a little while to set up, but once it's done you get fast iterations. I'll re-write this in more detail on my development blog, but I feel most of the people reading it on here…