Heya Would love some more crit on a wip bust (i posted this a while ago), and instead of bumping the old thread i thought i'd share how i try to polypaint realistic (i hope) skin textures from scratch. Realistic skin is a bit of a mindfuck, and i want to share a bit of my research - just dont hate me too much, my anatomy…
Trying to steer away from my usual stylised roots and try to lean more towards realism. I'm not going for photo real but just trying to branch out a little from the usual. I got some feedback on the head and i have a little more to so in terms of cleaning up the planes. I always get the angle of the nose into the face…
Maybe I misunderstand, but you can bake the textures from one model to another. It's possbile in Marmoset Toolbag and I believe is also possible in the Substance bakers. This is usually faster and easier than doing the transfer manually. So basically this is what you can do: Model A has the textures you want Model B has…
^this and always ask for what company he works for. Usually clients that start with vague sentences like that, they are not serious and they won't reply after you answer them. However it could also be an indie dev on a budget and without much experience. For the rate I have a fixed hourly rate based on various things like…
nothing works properly with non-manifold geometry, max just doesn't let you create it cleanup will find usually find your problems - it won't necessarily fix them properly - usually telling cleanup to select and then manually deleting the problem components will get you there. Alternatively, one thing that can help is…
Usually I use a point light and switch it to linear falloff and turn cast shadows off. That's a way to get to get a pretty constant low value in while retaining control. If you use a fog or environment colour it affects all of your map. Skylight won't help you at all in indoor settings. Btw.. to me it looks like you didn't…
So I did a quick test: (1) is the low poly for sub-D; (2) is the sub-D result (or the "smooth mesh"); (3) is the my usual low poly; (4) is the my usual high/mid poly; I feel smooth mesh isn't giving me the best possible baked normal. You can see the overlapping area of a Low2SubD vs a High2Low (in both case the "high poly"…
Tiling artifacts are (usually) a result of contrast in the texture, either because it's got noticeable differences in color/value or because certain shapes in it are particularly distinctive. Getting rid of it is easy, you just find the high contrast parts and stamp them out. Usually this is a bad idea because you just end…
for me it was always more of an overall feeling in the app, not so much an FPS contest. viewport, interface and handling meshes, there always seemed to be little delays whatever i did. noticeable when you are jumping back to your usual weapon of choice and it all feels like your computer suddenly lets go of the handbrake.…
I haven't done much actual polypainting in zbrush for the cave sculpts. I do output a cavity mask in both directions (cavity -100 and +100), and a peaks and valleys mask. The other supporting maps I usually use are curvature and AO (which is used to create some dirt masks). My texture PSDs usually involve a fairly smooth…