I once used a fill layer in the Photodhop with opacity: 6% and Fill: 4% . It crates an alpha value of 1 in 0-255 scale instead of pure black. Renderers usually just clip such a small value on its own or it's getting eaten of by texture compression I am not sure but never seen an issue in game. In Afinity Photo it had been…
Dear All, I have a little confusion with xgen expression editor. I saw a lot of example, and read the autodesk pages but I don't understand how is it works. I would like to color the hair by primitives, but I can not find any variable in related to the color of the primitives. I expected something like this:…
Hm, ok. I just re-exported the mesh from Blender without adding any geometry and the cage is different than with the original fbx. original - oddly also shows those pink edges as being sharp without UV splits, which isn't so when I checked in Blender re-export - there's still one sharp edge without UV split being shown,…
I had a quick scan of your work and a couple of things popped out to me straight away. The mesh density on some of these pieces is unbalanced for what you're calling "low poly". You have areas that are sparse and very low poly, and then other areas that are so dense that they're black. Optimisation will be a massive…
The model looks pretty good, though it might be a little higher poly than it needs to be with all of the beveled edges. Although it's a "hero prop" and a portfolio piece, so splurging a bit on the tri-count is probably fine. I don's see any shading or bake errors, so that's good. Are you going to model in the strings and…
Here are some of my favorite Maya hotkeys. Most stuff is crammed around QWER so I don't have to move my hand very far, very often: * Alt + D : Delete history (on selected object only) * Shift + Q : Toggle Wireframe on Shaded * Ctrl + Q : Toggle Selection Highlighting * Alt + Q : Delete most recent construction history…
Looking really cool, man - Really digging the armour. In general, your anatomy isn't bad at all but I think what's happening is that you are floating in between "stylized" and "realism" by not really committing to either one. In my opinion, I would push your character's fleshy bits one way or the other by either embracing…
one thing that really bothers me is the metal deco on the door. it seems so out of place being that its just flat grey. add some texture to it. other than that the piece looks pretty good. can we see wires? also in this most recent shot, you've got 4 pieces of wood to the right of the door and up a little. what are those…
Been a while since I've seen this, it's come a long way. Good job! Your lighting is your weakest point but I think you know that. I really want to see it match the brightness and saturation of the concept more. I love that "Uncharted" level of saturation. Right now it's just way to contrast-y and desaturated. It also looks…
If you wanted to give nice detail to every side, why not just use a tiling carpet/canvas material underneath, and then float the badges on top with decals? It'd save a ton of texture space. As for the polys, I still can't see where they're all going - any chance of that wireframe? You've matched your reference pretty well,…