Thanks guys, didn't expect to get that much encouraging feedback right away :) I appreciate that! d1ver - lol, u got me on that ;) I agree with your point that vids may take ppl more time that looking at images. Well, at least i can practice capturing/recording some stuff since I need some practice for a tut which i wanted…
Coloured spec is fairly straightforward for the most part. If you want an unsaturated highlight that tends towards white, your spec colour should be the opposite colour from the diffuse. That's why people often use a blueish/purple as their spec for flesh tones. Invert a flesh colour in Photoshop, and you'll get a…
I would do something like this. http://dl.dropbox.com/u/1306131/StonesBaseMesh.obj Yep you're right separate pieces but combined to the same object, not necessarily conjoined. They don't really need to be combined to the same object depending on the sculpting app you might want them all as separate objects but share the…
This post is also on the UDK Forum here, I just REALLY need this fixed :/ I have a material that I want to go on a trench-like mesh. I need it to blend between the surface/wall textures and can do this using a Constant3Vector Dotted with a Transformed Vector, and use this as the alpha of a lerp node to blend between the…
first off, if this is in the wrong forum i apologize. it's my first post here on polycount. I'm a college student, and my main focuses are character design and animation. (i'm currently a character animation intern for avalanche studios---disney interactive). however, i love creating 3d art and am hoping to get better. a…
From a glance. I would say a lot of it would most likely be done via baking from the high-poly source that was hand stylized in sculpt. Most of the texturing like this is done with solid fill layering and procedural masking, in combination with gradient diffuse textures. Which most of the color blending comes from…
So sad all the time. lol oh yeah I tried making a gradient map for the vertex blending. I am getting all sorts of errors I will prolly make a new thread and post new problems up there. It looks like you worked around some huge technical issues to get the vertex blending to work right. I just assume it will work right; I…
If you mean this image from here: http://www.marmoset.co/toolbag/learn/pbr-practice M refers to microsurface (either gloss or roughness, depending on which you are using. Make sure to read the key at the bottom of the image. The chart about is for the specular workflow, not the metalness workflow. For the metalness…
For your first character that is pretty good! Working with the photoshop 3d painting is not something I've seen a lot of people do due to how clunky it is. Regarding your question and examples, it really depends on what you want to do. 3D coat is better for purely diffuse painting, while Substance Painter likes to…
hey timothee, cool technique big props to you! i'm really a friend of the procedural thing, and ages ago i tried some very similar like this, except for going with displacements. (which would have done it i think) if you like to push it forward and also create the diffuse via procedurals to have a start for the painting,…