Some times ago I suddenly noticed how really good my assets and materials looked back at the time when it was simply Zbrush sculpt +vertex paint + a few subtle Photoshop touches . A workflow I abandoned around 2008. Zbrush forces you to make art decisions , to evaluate your every touch carefully . Super inconvenient micro…
Hi! To sacboi's point, you might want to tighten up the mesh shading of the environment using hard edges. Since it's textured using a trim atlas which was baked to a flat plane, the normal map is not compensating for any gradients in mesh shading. I would note that the of the shading of the hero asset in Unreal appears to…
Revel: I would suggest going through the help file tutorials, they are good at explaining the basics of scope and local/global variables. If you want to use globals then try to give them a more personal variable name to prevent other scripts from overriding them. What if you installed another script that used xCurMod?…
Hey, thank you Muzzoid! That sounds like a great idea, it's what I internally settled on as well. My only worry would be the bottom view of the hair with this set up, it might still be awkward... I'll have to figure it out when I get there (༎༎゜▽゜) Today, some more blocking out, and some more refining. Did a quick placement…
Hard to cover in a forum, but I can try to hit some high points (I'm also not using any images which is anathema to me, but there it is). Drawing is great. Every good designer can draw, but drawing is a skill that can be learned with a willingness to practice. A lot. Creativity on the other hand is not a skill, but it can…
Hi! Perhaps you find some useful info on the Concept wiki page I think the base of many environment concepts is a 3d blockout. For example concepts could be done on top of renders of a greybox level, or the current level state to explore options. I think a crucial part when fleshing out an idea, whether 2d or 3d, is…
Thanks for the input! I was going for a functional type environment i suppose, but more importantly.. I was trying to stikck to a concept I was working off of. I checked out your scifi hallway done in 1 hour.. impressive! nice work/keep it up! Do you have any suggestions for alternative lighting?? Anybody else feel this…
Scott, I always liked that model. Glad to see you taking it into high poly. Even though it will be in Max and not Maya, I am going to be doing a high poly video tutorial in the near future, so if you wanted to look for that, hopefully it will be in time to help you. I'm also going to make some quick reference cards (jpegs)…
define 'define'. litSphere shading samples a texture based on the view vector, changing the sample vector to a arbitrary 'light vector' will give a different, although generally undesirable effect. the problem with expanding this Shading Through Texture concept is that these litSphere images combine various different…