understand that all those programs try to read height information from your texture as your eye would (shadows and light) and is only reading greyscale. The problem with photographs is that the colors/lightness do not represent height, they represent height and the materials/colors, which the programs can not differentiate…
:) Thanks for the comments guys. You bring up a good point MoP. The wood is definitely supposed to be aged, so the cracks and grain would be more noticeable anyway. G3L - I mixed both my own strokes with alphas for the wood grain. I'd say about 20% of it is my own sculpting. I mostly focused on the major cracks because I…
Well that'll do it. Any stationary walk cycle you plan to use to animate the character through the scene should use free keys. Planted keys are linked to a specific spot in the world space, not the bipeds local space. When you move the biped off of the spot it was planted the feet will attempt to stay in that spot in world…
I really think you should take a look at your layout, if you make changes now you will be saving time later on. I've put a bunch of things together I think you should take a look in your layout, - The map generally leads to this central chamber, but this area has little ambition add balcony's, height differences and really…
Scratches would be mostly in the gloss/roughness map, and which values you would use will generally be determined by some simple logic. First, ask yourself what the properties of the base material are? Then, consider how those properties would change if you scratched into the surface of the material. Assuming you have a…
A little stressful time, but I am trying to spend a least a couple of hours sculpting each day. Sadly I didn't had the time to adjust the issues with the male base mesh, as a private project is growing (several characters til the end of summer for a game) so I did the first two faces for major characters of the story.…
For my university project, I'm making a Victorian-styled living room, and I'm hoping to have a more realistic-leaning outcome for the project. This initial post is a mixture of my first few weeks of progress [ Week 1 & 2 ] For my main reference, I am basing my angles and overall room setup from this artwork on Art Station,…
Maybe it's easier to make this inset first and "repair" this later... also depending on the tool.. here in blender: I start with the partly chamfered cuboid (like asked in the other thread).. So because the top and bottom are n-gons a loop/ring select (i always mix the names for the directions up :sweat_smile: ) a…
I like this version better, but the blade still seems very dull (not sharp). Does it glow ingame too? What Ghostdetector tried to say is: You have one layer with your weapon on it. You duplicate that layer. You select the lower layer with your sword. You apply a Blur Filter to the selected layer. That way your weapon got a…
Can anyone share a rough workflow for how you would approach a single mesh humanoid? It seems like in his example video with just the shirt, he would put every joint encompassing the mesh on the base layer, flood the whole thing to 1, and then mirrors it. In a full humanoid, single mesh would you add every single joint to…