Hi, I've been investigating creating custom MH(MetaHuman) characters. The main reason for me to utilize MH is for the face rig and the skinning of the body that are automatic. The purpose of this post is to be a basis of discussion of the different approaches there are out there to create custom MH models to make an…
Awesome crits, moose. Changing the bandaging / wraps on the swords won't be too difficult because I have them on their own layers, so I'll see what I can do to make them pop more. I can also paint it some of their edges a bit more to have the individual wraps show more prominently. As for lightening the textures, I could…
Again, I've been a beta tester for years, probably for as long as you've known about the app or maybe even more, I consider myself familiar with it. I've only said two things here: - the sketching stuff is good for lowres, simple stuff; but games are moving beyond that very faaast - the other tools and environment aren't…
If you need licensed music try something like audiojungle. There's alot of crap but some aren't terrible for $20. Unless you already know how to play an instrument/compose I don't think you'll have time to focus on it professionally while focusing on your visual arts and technical skills. I could be wrong as there are…
So this is a bit of a tangent When I first baked the normal map in Substance Painter then imported it the textures to Blender, I noticed that shading looked bumpy and the textures warped At first I thought I messed up with the UV, so I tried fixing that. But it still looked bad Then I thought, maybe it doesn't have enough…
The texture resolution is dependent on the projects needs. If you aren't sure exactly what they are, it's better to work big because downsampling is not a problem but upsampling is. So if you work at 2048 you will have more flexibility in the case that you decide you need unique layout for each shoe. Once you get your…
Update! I'm... not entirely sure why I keep changing matcaps. The second image was just thrown in to show a slightly closer view of the changes to the upper torso as well as the temp polypaint. I've been doing a lot of mesh cleaning :P Thanks for all the kinds words, guys. It really helps drive me forward :D Thanks for the…
Higuh I tried a bunch of different things to get the floor texture, but what ended up working out the best was the method L3XICON pointed out. I used wrap mode on my brushes in zbrush and just sketched the cracks on a plane using the clay brush to get the basic shapes then used the clay brush to build up the stones and…
I've had some bad experience with it. It doesn't work as good for me, as far as materials go. Maya's interface always drove me crazy, everything always seems too cluttered and broken... But if I'll have no choice, I probably will render it using Vray for Maya. =\ sjk - Thanks. I tried looking into alembic cache, and…
Retopo completed!!! New, low poly model weighing in at 9k quads. I am imagining this as a hero character for a AAA game, so I think that is not a bad range. I've read that many AAA characters are as much as 50k? Not really important for me right now, but just want to make a note of this for future. I had some success with…