I think the point is not how to bake/render/paint fur to a low poly mesh. The question is, what kind of model do you want to make? Do you have a specific target in mind? If, like your post suggest, you just want to make a lowpoly model (simple polygon surfaces) that looks furry, then consider looking at some great examples…
For anything organic I just start in Zbrush and rough out a form with dynamesh or whatever works. It's a good idea to GoZ it at some point into a modelling program to get the scale set. I export a decimated version to build a low-poly from using 3dcoat (or any modeling application). For anything hard-surface, modular etc,…
ya here is a example of the normal map i made for this. made it by simply paiting black on a white BG with a really rough brush, than running it threw NDO, to create the normals, using the nvidia filter or crazy bump would have the same effect. than here is the material very basic just a translucent material with opacity…
I would say something that could help your bricks out is a change up in the texture. Do some vertex painting. For example the areas where the bricks touch the ground, door frame, and support beams vert paint in some concrete or moss. Probably moss since this is a moist environment. Also the bricks are too high frequency…
Thanks for the comments guys. I didn't forget about this, I just have to finish some other school work before I can really focus on this. pixel scholar - Hey Jeff, nice to see you posting here! I see what you mean about the bevel. I probably should have put that in before posting. Thanks for reminding me :) GragGunslinger…
So, I can't say the feature on the front page did not inspire me to create more. It did. I've finished the water and fire nymph, I was ready to make a earth and wind versions, but at the end, I didn't like where the earth design was going. There was stuff I did not figure out in the sketching stage and I thought it'd be…
so while baking i often had problems with baking hard, round edges. i found no tutorials for this anywhere so i figured i´d do one myself to hopefully prevent others trying to get rid of this by baking (cause its nearly impossible in some cases). 1. THE PROBLEM AREA what you have here looks realy shitty if you look at it…
Here's a condensed version of making a simple flickering light using light functions: Has to be a dynamic light - Move/Toggle Create a spotlight MOVEABLE In the content browser, create a new material In the materials properties, look under Material settings, set Blend mode to Translucent and Lighting Model to Unlit Under…
Working on an adjustment to the specular ibl shader here, wondering if someone can help steer me in the right direction: from MarmosetSurf.cginc //DIFFUSE WRAP #if defined(MARMO_DIFFUSE_DIRECT_WRAP) || defined(MARMO_DIFFUSE_IBL_WRAP) half4 diff_Wrap = tex2D( _MainTex, uv_diff); half4 Inverted_Diff_Wrap =1.0- tex2D(…
Agree with North, I prefer to just have a column of full res (1200+ pixels wide) images with no thumbnails. And by pick a focus I mean more like pick environment art or character art specifically to improve on (at least at first) because it can be really slow to try to work EVERY field at the same time. You can work in as…