I've setup just a head mesh with some solid color diffuse, normal and roughness. But I've getting some unwanted results while setting up my lighting. I'm trying to get rid of some sharp shadows, but by changing the source length by as little as 0.001 it gives me some ugly scattering. I seems like the skin scattering in UE5…
Long time no see! Lost the mojo for a while, but I completed my horse sculpt. It was easier than I first expected it to be! I changed a bit of the proportions of the base sculpt and the rest was just filling in some details. The legs and hooves where thougher to get right, especially at the joints and the whole…
Hey there, I'm happy to share a project I just finished for Unreal Marketplace, hope you like it. You can check it out if you like: Customizable Japanese Classroom :) ArtStation - Japanese Classroom - Unreal Engine 5 https://www.youtube.com/watch?v=zeXvwkt4KxU
So i recently finished retopologizing this model and knew that i was going to project some of the detail back onto the sculpted highpoly and bake some of the more very small details onto this subdivided low poly, the high poly itself is made up of multiple subtools but i wanted to make it the low poly one object so that…
Poking around with white balance, etc. Maybe an improvement maybe not! But I agree with sacboi about the overall mauve color feeling not too great. Like the xbox360 days when everything was color graded like crazy. I'd say dial that in, maybe, but perhaps keep it in the shadows, etc? I like it in bits, but it feels like a…
Zbrush doesn not render soft normals in viewport. Try using BPR render with soft normals turned on to see what it actually will look like. Zremesher isnt there to fix facetting, it can with enough density, but you might as well just subdivide your mesh once more.
Hello everybody, I am self-taught and trying my best to learn how to make game assets. I am trying to make a revolver game-ready asset, but I am facing some difficulties when baking the normals. The problems with the baking can be seen here: As you can see I have these edge lines showing, and some black and not defined…
Inflating your highpoly sounds like maybe a misinterpretation of a technique I know from Heroes of the Storm. Sculpts were given a slight inflate before the maps were baked to create thicker edge highlights. It ah, works a lot better with a dynameshed sculpt than it does with a hardsurface model.