dfacto, i don't know dude, look at Switzerland, they basically have none. and they have been neutral forever, and world war 2 was happening around it. Why can't we be neutral? depending on bullying the world is wrong and foreign countries loose their sovereignty. meaning they will always be arms races. look at what we did…
Thanks Shiro, It's far from perfect, but I've learned a fair bit about PBR. From what I've read about coloured spec maps and non metallic materials (dialectric's) you need to neutralize your hues in order to get the correct spec/reflection. It seemed to provide the right result, but I'm not 100% sure it's correct. I'm sure…
Well, it's not non-destructive, but I think I've found a way that works pretty well in Photoshop. * Duplicate the layer that you want to visualize the saturation of. * Change the image mode to Lab color (Image->Mode->Lab Color.) Don't flatten the image when it asks you. * In the channels palette click the Lightness…
You're definitely on the right track, and there are undoubtedly more experienced people here who could help you more than me but I'm just going to throw in my 2 cents. When I'm working on a character that is going to have an expression or a series of blendshapes, I create my high poly in a neutral expression. I then retopo…
To simplify the process of creating a clean and smooth MatCap textures from arbitrary glazes examples, I am exploring different AI-based approaches, in particular Neural style transfer, StyleGAN and Stable Diffusion look the most promising to me. Here are the first results of my attempts to explain to Stable Diffusion that…
Welcome! Even after taking the perspective difference into account his neck is too big. It also lost the nice curve from the concept which helped to set it on the shoulders. When in doubt tracing over shapes and landmarks helps to better understand their purpose and how they relate to other elements. Be careful with the…
Looking better. You're grabbing a lot more of the subtle forms and muscles that lie underneath the skin of the face. The eyelids still don't seem thick enough. There needs to be space made for the eyelashes. Slightly soften the rim of your lips. His eyes should not be that wide open when you're at rest. You still forgot…
@Pav3d Solid advice! Thanks for the suggestions and the kind words! I'm using a lot of ref, while some are smiling, the one i mostly use as sculpting ref are the neutral ones. Im planning to made her smile though, but only a light smirk, so i guess it was fine to use the neutral face as my main ref. Those ref i posted are…
I got in the habit of keeping the mouth slightly open because it makes rigging easier too. then after the rig i use a blendshape to correct the mouths neutral position so that the lips slightly overlap
A possible way to generate the rainy glass is to use a dynamic texture. Through programming you 'blit' water droplet normal map textures onto the normal map of the windshield of the car. Then that normal map is used in the refraction shader that distorts the scene. To "clean" the windshield (say, when the wipers sweep the…