@Linko Here is what I have so far. This method 'composite_nodes' is called after I bake the tangent normal map. You can find the full code here def composite_nodes(image, scene_name): previous_scene = bpy.context.screen.scene # Get Scene with compositing nodes scene = None if scene_name in bpy.data.scenes: scene =…
I thought this by thread title i am crying and i blame poop for it. If you have the time simulating some folds and seeing how they do things or even watching videos perhaps of fashion shows might help this along. Didn't say stylized or realistic so idk how to really address this other than the above. Other than that , they…
@Richapocalypse Thanks man, I've added some dirt and grime to them here and I think it looks better. I don't want to mess them up too much though. I'm going for a building that is semi-taken care of as oppose to a derelict building. Also, cheers for the link! @JO420 good observation, I hadn't noticed till you said then it…
It looks pretty good! well done, the only criticism I could give you is to focus more on your edges. From the reference image above, the edges are a lot softer around the outside, and on the top beveled piece it is tighter. Edge flow is important with hard surface objects as even the slightest of and edge being too soft or…
Well done so far. I haven't read what others posted so forgive me if I repeat. The last image in the thread, the back of the sculpt is ballooned out, there is no rib cage. It's the stuff you don't see in the ref pic so I reckon you don't know. Anatomy will solve these mistakes so get to know it. Your back bulges to the top…
Thank you for this! some of these are really helpful 1 - yes, some areas, such as the square bumps in the middle of the head, i left unchamfered purely out of haste. should the high poly have any hard edges at all? is it only the low poly in-game mesh that needs hard/soft setup? are there benefits to hard/softing the high…
@perna: in short: its the same reason why I choose WinRar over the default build in windows zip thing. The long answer: maybe that initial step is a extra one but after that it makes a lot sense to me. Like xnView starts whenever I click for the first time on a image and it opens it with a snap 100% not resized in a…
Squid cube mapping can be used as a reflection map but not all environment maps have to be done that way. Like others said in the thread an enviornment map is just an image that is used to create reflections. Per128 and Eric explained how the software wraps this image around the scene to create the illusion of real…
This image is my final low poly killer mech design rendered in Maya. I started out with using the curve tube brushed in Zbrush when I was working out the design. This next image is of a viking that I created with Zbrush in an attempt to capture the general realistic style of Assasin's Creed. This image is of a character…
it's the color space unreal will assume any 16bit per pixel images are stored in linear space and apply a gamma transform. you can so a few things: change the source format stuff on the texture asset in unreal, output the images in linear space output your color maps in 8bit i generally do the first one - most people…