The skin was created and inspired from HR Gigers' artwork which was used for the movie Alien. It's a morbid blend of organic elements combined with other-worldly mechanical parts - a fusion of human and alien parts. The rendering style derives from the airbrush which produces graduated blends, and simulate diffused…
The skin was created and inspired from HR Gigers' artwork which was used for the movie Alien. It's a morbid blend of organic elements combined with other-worldly mechanical parts - a fusion of human and alien parts. The rendering style derives from the airbrush which produces graduated blends, and simulate diffused…
When doing caves - soft selection will be your friend. Selecting jagged or stretched polygons and running a relax on them is helpful as well. Caves are pretty flowing and organic, don't worry about perfection. as far as the texturing, if you are able to us vertex blending and multiple uv sets you can do this: Unwrap the…
#9 update! Hi guys! I made a rather quick iteration of the last material I made (the cobblestone) to get bigger tiles for the floor. Still will use the cobblestones somewhere. And I ran some tests to try something out. Made a vertex paint with a linear interpolation based on the tiles height map to blend the newest tiles…
Very cool. Are your Grunge Maps just cloudy type textures that you can apply over whole surfaces, or are they custom to be tailored to where the cracks and crevasses are? Are you doing any curvature and grunge map blending to create a like a more organic dirt/scratch mask, or is your curvature map straight from your bake?…
@LLOYDJ14 Thanks for the feedback. You're right that the brick height and angle offset is being lost =/ Made some adjustments. Reverted back to blending height of each material and simply converting at the end of the process rather than blending normals as it gave me more control. I'd still be interested if anyone knows…
Both can be used. One serves one purpose and the another does tha another. Yeah you can have a dirty version of a texture and vertex paint that. But you don't always need this. Sometimes its enough if you just use like a tint with nice blending or something. You can also use height map based blends to get more interesting…
I did this a while back, it ended up looking great. http://ericchadwick.com/examples/movies/dreamscape_waterbump.mov http://ericchadwick.com/examples/movies/waterbump_128x128_60frames.MOV All I had to do was position an ortho camera at just the right distance. Had to tweak the position a lot, until the tile was perfectly…
I always thought of D3TD's Skin shader more as of "Blended Normals" on steroids rather then a special SS solution. If you blend his setup that with a blue color, you will literally get the same effect, you could also try Mipping the Normal Map, but CustomTexture nodes don't like Normal Maps. As for 'more robust' SSS…
Hi! I'll look into whether I have the latest IK/Fk plugin - certainly because this seems the best solution (IMO) and yet still a long way short of what I might call intuitive. Can I ask you to elaborate on that last sentence: 'we all still use IK/FK blend set up (it works and it's fast)'? Does this mean IK/FK blend system…