Interesting, I had to redo a head for better details (yesterday) and totally replaced the head with an entirely new mesh with better loops and just attached at my cut off point (The neck) and seemed to project the details right back on. Guess it is one of those hit or miss things(thank god for me a hit), damn I'll keep an…
ror: I know that gui interface is very "artist friendly" way of ushering in shader tech to the slobbering masses that make the 3d game art community, and I'm all for it, but I hope that the gui writes a shader file that can be manipulated as mentioned earlier by one of the TRI guys for kismit. I know I get frustrated with…
This is my favorite area. Brickwork, metal plating, industrial signs and mechanisms, pipes and pillars, good variety. Block out goals: See if I can create the assets appropriate for an initial replication of the top section. There's a fair amount of repetition on the structure. I'm adopted a 1mx1m = single square tile,…
The UVWs have quite a bit of room available for use. It's generally a better idea to place UVs right next to each other. Sometimes rotating them a bit or using some Tetris logic to fit them as tightly as possible is required. For the UVWs, the scale should never be rectangles. It should always be perfect squares. The way…
Here is the most difficult part that I'm doing right now, the polymer frame. I'm trying to understand this material and replicate it but it always looks different on the refs, on some refs it will look very smooth and in others very crisp lol Any feedbacks are always appreciated.
I used eden hazard as a reference for my third face. I didnt try to replicate every single detail especially since i didnt break the symmetry at all i am just trying to get the anatomy and main shapes to look correct.
Hey thanks for the cool ref's. I'll try and replicate that look but did try something similar to this originally and it didn't look quite right in the scene. Does make the trees look much more out of control etc which would suit the scene well.
hmmmmm indeed? I've tried replicating the fault with max and maya. I am concerned it had something to do with the export process but ive checked the fbx in both packages and seems fine, i'll try primitives from zbrush. Genuinely clutching at straws at this point.
Are those sculptures translating well into good bakes, as in not noisy? They look like it in the engine screens, but i've had problems when triying to replicate a stone like texture with such small details, they just end up getting really noisy in the texture, specially at 1k resolution.