I can see how much work you're putting in to this and he's looking good! But your render is definitely letting you down. I am in the same boat and have been spending some more time trying to work on better renders for presentation. I know how it feels seeing it looking good in Substance but not in Marmo :tongue: First…
what's the sphere technique? anyway for a project like this i'd recommend to look beyond the usual poly hair techniques and rather to have a look at polyshells they way they were used on the fur on shadow of the colossus. (www.ninjadodo.net/temp/making_of_sotc.pdf) it would require creating the textures from tiny tiling…
Two things, most modern renderers and game enginers use linear space rendering. Marmoset Toolbag 2 and UE4 certainly do. This means that all the rendering calculations are performed in linear space. However, this DOES NOT mean you need to author all of your textures in linear space. When it comes to authoring content in…
I think you definitely need to learn some pbr stuff. Switching to the specular shader would not fix this, the problem is in the textures. I checked out your stuff on art station and some of your other work also suffers from this. The bb8 for example. It has metallic values on non metal areas. If you are not sure about what…
Ok so earlier in the thread you said you were mapping things uniquely to get some unique details in it... Where are they? Nothing stands out to me as being noticeable uniquely detailed. In which case you ought to have unwrapped only one side giving you a whole lot more texture rez to work with. I can see two normal maps,…
Looks like they might have used a mixture of different effects to achieve the final result. 1) There is a special transparency on the mesh using the buffer so you don't see into the backfaces of the geo. It's a bit like taking a screengrab every frame and turning down the opacity in photoshop for that element instead of…
Agree with above - Blogs really aren't great for showing a Portfolio. If you don't want to build a Portfolio website, you should at least use a nice community website like ArtStation, which will automatically create a portfolio for you. If you look at my portfolio signature link you'll see what I mean. :) The best…
I know it is way to late to suggest this, but I feel like the model could benefit from a MUCH higher tri count. With the next gen development rolling around the corner right now, and tri counts starting to sky rocket with the new consoles release and min specs rising, as well as PBR., I feel the the model feels lacking…
Why do you have to choose? Pick both! Just focus a little bit more on one than another. If you will go freelance route, this will make you stand out I believe. I am professional animator who is switching to an environment art. Art is WAY harder than doing animation for me. I can only speak for myself, but learning…
You can not use a specular map like you can in Marmoset Toolbag. The specular input in UE4 isn't what it seems, what it actually does is act as a multiplier for non-metals, its basically a cavity map. How the metalness map works is, for metals (white in metalness map) the specular intensity/color (reflectivity) is pulled…