Hi. This is a method I came up with and originally shared on chamferzone, but since I can't see any evidence on someone using it before me I feel I'd share it to a wider audience. The concept is that when you're creating a highpoly to be baked later onto your lowpoly, if you use floaters they'll often get distortion…
eureka! its all so clear to me now! specular surfaces are always darker than non-specular surfaces! non-specular surfaces scatters the light more, showing less of the colour to the human eye! and of course you get the bonus that specular surfaces has better contrast.
Little update for the groom (always subject to change though). Eyelashes and peach fuzz are from metahuman, eyebrows and hair are custom in xgen. There's a little highlight mask around the back of the hair to add that orange, again, subject to change if I don't like it tomorrow. Also been playing with the cloth sim and the…
Hi all, I'm playing around with the mid poly workflow in maya and had a question regarding the workflow from modeling to texturing to engine as I have yet to find a proper answer on this from the different tutorials I've watched. This is my software setup. In case software version matters. Alot of research I've seen is…
Ivy Generator WIP. -Point and click spline modeling. Every time you click, the script will trace to the nearest visible surface in the scene and place a point there, and then offset that point based on the surface normal of the hit. -the surface of the ivy, no matter how thick, will always conform to the surface in a way…
Hello! I'am having some thoughts about decal projection for bullet decals. My main doubt is about the color and look of the texture if the decal is projected into different surfaces, for example, a bullet decal projected on a metal surface, and on a wood surface. Should i have a different bullet decal for each major…
The idea of baking is ancient. I recall people used Lightwave and Brazil render for 3d max in late 90th or something . Long before Render-to texture dialogs appeared in 3dmax . It followed an idea of "baking camera" using surface normals and UV space for ray tracing. Or just baking shader into UV including reflections.
To add some subtle wind-like rippling animation, I would suggest using a normal map of fabric ripples, and scrolling this across the surface, masking it to reduce as it nears the edges (perhaps using vertex color as the mask). Do you have some reference video of what you're aiming to achieve? Super-essential I think, to…
Cool a couple texturing questions. I started with designing the highpoly then bake the info down, with the texturing I used photoshop and I broke it down into three sections the dark brown, silver, and when applicable the yellow tubing. I spent a few weeks doing several different texturing approaches until I found the one…
Oxy: yup, the only reason I see that I'm doing that though is performance. I'm not using crazy hardware, which 3dc takes pretty good avantage of if you have it. I have an imac at home with 4 gigs and a 256 meg laptop graphics card in it. 3dc takes more advantage of graphics hardware than zb, so if I just want to sculpt at…