Overall it is a simple task but it really gets crowded if you have around 20 different channel packed assets. All that smoothness, metallic, transparency etc. Masking all of them one by one can be so annoying and time consuming. I really was hoping for a software that does it all with one click, since it is a simple task.…
I'm extremely hyped about this contest, therefore I want to use the opportunity and give some love to one of my favourite champions - Jax. I want to delve into the idea of Jax's appearance and explore the ways I can show the audience what he looks like without really revealing his face. I'm planning to use other champions'…
Hello! I have little experience in Zbrush and I've been attempting to learn about stylized sculpting for the past few days. I have found an interesting article belonging to Fanny Vergne in the Vertex book #2 related to sculpting stylized slabs of rocks. The end result of her sculpt is this: The rocky detail on these slabs…
Important ask❗-> I need your professional help. I’m a final-year student, researching the realities of augmented AI tools in optimising UE5 shader pipelines for large scale projects, specifically AAA scale. It’s the last home stretch towards submitting, and it’s important to me for everyone to have their say in; “Are you…
A mix. Simply using a tiling texture for each mat type would work, but it's low effort and kind of meh looking a lot of the time. For a load of props, unique/atlased RGB masks might be worth considering. So a mix of generic tiling materials, with a mask to blend them with context to the object. an example for metal it…
There's a lot of uvspace lost, plus I think you need to recheck your concept. I don't know their purpose put those will be extremely uncomfortable to wear at you have swirly stuff that goes flat on the top of the mount, a muscle that moves a lot when eating or talking. Check reference mask. Venetian mask, are really simple…
Yip! I just stuck with masking but I used polygroups to help guide me. What I did was quickly mask out the detail conver mask to polygroup. Then view the model in wireframe to see the polygroups which allowed me to use it as a guide to get clean marks with a new mask. Which I inverted then - on the inflate slider and…