Well I gave hims bodies poly flow, more of a flow and less of a grid. I also reduced his coat to three buttons instead of 6 and also made his clothes look a little more loose. Missed the point about the shoes, I'll fix that later. Flats: (I also threw in a normal map of one of the bodys to just take a space and give you an…
Thank you once more, Eric, for all that helpful information! Do you still use IOR for your materials, or have you switched to metallic since PBR? I'm also trying to achieve a nice brick color. I made one in Substance Designer and sampled colors from a photo using a gradient, but it never seems to look quite realistic. Do…
@AD_3D thank you, appreciate your critique! Took a jab at the sci-fi crate too, being particularly interested in how to create the fabric part. model Initially I thought about adding folds by putting a floating strip along the edges with fold texture. Sort of a generic solution, that would make it easy to quickly create…
Ohh i didn't looked too deep into the nodes.. after seeing the missing coordinates.. and additionally to what @Michael Knubben said.. using a value and/or a vector and then mix using any color modification node (linear ligth, color ramp) might be a not so clever idea.. better use any Math node or Converter -> Float…
Since you already have the sewing pattern, you could try the Cloth modifier. Trace the two shapes with splines, apply the Garment Maker modifier or Subdivide set to Delaunay, copy (edit: reference) and arrange very roughly like shown by Eric, define the connected seams and simulate in place with some internal pressure. If…
Hey there! I'll second (or maybe third?) what everyone else has said. I definitely think looking at some references for the time period and location you are looking to emulate will help, as well as playing around with your lighting and color composition since the brown on brown is making everything blend together, when…
Below is a clean and simple 128x128 map imported into UDK with default normal map texture settings. Artifacts appear only on slopes, the two flat patches are untouched by compression. Conclusion? Your detail mesh and render mesh aren't parallel to each other. Most likely your detail mesh contains bevels but no solid…
I've decided to say "screw you alpha blending" - our engine here at work does alpha testing anyways so why bother with other techniques. replace your blend code with alpha test code - seems to work in preliminary tests across all situations and isnt influenced by mayas viewport Shading>Object Transparency Sorting or…
some thoughts.. - any warping in normals will exaggerate the discontinuity so you want to make sure they're actually flat - i have seen occasions where baking to the flipped half of the uvs in painter caused a seam like this on an otherwise perfectly good model - also happened when the uvs were stacked - does it go away if…