One thing that most people overlook about SSDs is that they still to this day ramain being optional piece of hardware. Basically all software is required to work properly without one, you don't see it listed as a hard requirement anywhere. That saying, no software is actually designed with SSD's in mind. Yes, you can…
facial hair is broken on marmoset and I have no idea how to fix there, lol there also some skin roughness issues also, SSS not showing as expected on marmoset and the eye crystal is not what I expect to be on marmoset, this will be a long way rely on trial and error.. But I decided to import all stuff and start to see how…
updated from feedback, gone over redone the lighting, got the SSS working, tweaked a bunch of the map values to even them out more. (mostly AO maps). Adjusted some diff brightness maps, and moved some of the props around. Also changed the water by taking it from one of the pre-made shaders in the cave scene. added in some…
Thank you, guys! mutatedjellyfish, I did the same things when played Uncharted 4 and was very impressed :) Also saw your artworks for Rick and Morty, models look great! convolution223, I wanted to use it for the entire scene but in the end, decided to create else one master material but much lighter for objects with unique…
Upcoming new thickness bake mode for TexTools. Uses the new 2.8 ao node to bake inverted AO with inverted colors. Controls include AO distance, contrast and samples. This thickness map is useful for realtime SSS shaders. There are now about 19 bake modes in TexTools when using a nightly 2.79x build of blender. 4 Modes are…
Hey guys, thanks for the responses. :thumbup: Am I not offsetting this right? I'm still having the same issue. See attached again. I'm not seeing anything about UVW in Maya's texture editor. Unless I'm blind, it looks like it's just restricted to U and V. This is the first time I've had to offset but I could have sworn it…
Thanks DeadPixel :) --UPDATE-- I have managed to spend some more time on him and it is starting to come together, thanks to the help and feedback that I received in the google hangouts :) I still need to make a gloss map and add some overlays to the spec and normals then I will create a rig for him. I am thinking of…
You can, but you need to setup a separate custom node for Mip-Dropping. The irony is, the more useful texture for this feature (like Cubemaps and Normal Maps) cannot use the custom node without breaking. Normals break around the tangents (so you cannot use the Mip/Blur technique for SSS) and Cubemaps are only read out as…
It would help to see the material settings and textures The black spot of the neck tattoo looks a bit like a baking error. Also the whole face makes me think of a 25~30 years old man, but the eyes look really old. Maybe make his hair more white/grey ? If that is a marmoset render, I'd say tone down the SSS and add more…
those loops you have modeled out in the back? that's what normal maps are for. I'd probably use those polys to round out the fingers more, since they are squares. don't concern yourself with SSS also, as mentioned already, for next gen you might want to get it to minimum 7-8k tri's. in fact all the stuff joopson/andy said…