Good post. One small note that may be helpful: The problem with metalness being unpredictable in grey values is purely a matter of shader implementation, not any theoretical failing. In an offline renderer you would be using metalness as a mask to blend between two materials. One locked at your default spec value and one…
Yeah. Because though it is 3D, with both it's shape, color, and general direction in shading all similar, it feels much closer than if it were just one or the other. I tried adjusting the color a bit and simplified/modified the direction of the shading so it follows enough direction to fit the style but does change how it…
Ninja Theory are looking to fill a number of positions in our art department, to work on the ps3 title heavenly sword. <a href="https://uk.gamespot.com/ps3/action/heavenlysword/index.html?q=heavenly%20sword" target="_blank">http://uk.gamespot.com/ps3/action/heavenlysword/index.html?q=heavenly sword[/url]</a> For all art…
its because you split your smoothing groups not properly. It looks like you use one smoothing griup for most of the model, and so your shading wants to make it look like round, like a ball, while your geometry is not shaped like that at all, giving you these dark and strange shaded areas. on the left is one smoothing group…
I think your method of matching model with reference will only take you as far as ensuring that all her facial features are in correct place, but not in defining the forms. For example, the chin you modeled seems too pointy, in the reference the chin appears wider and more flat on the bottom. Also between cheeks and…
What engine is it intended for? The way the spec maps are handled depends largely on that. When doing them for Doom 3, for instance, it's different from the way it's normally done for regular pre-rendered hi-poly stuff. The shape of the highlights can be painted into the spec maps to simulate the effect of the light…
Ok, a little more free time has sprung up. LateWhiteRabbiet has provided you with some very good tips. Hard edge brushes really help you to get that textured look (i just use the defualt PS brush for this) and then afterwards go over with a soft edge to blend things together (for this i use a gradient brush). I tend to use…
Hey everyone, I recently started a YouTube channel called **Nexus**, where I share educational tutorials focused on Blender — and soon, After Effects as well. Here’s one of my latest tutorials: ▶️ [Modeling & Shading a Realistic Coffee Kettle in Blender]( https://youtu.be/i5WZxlrTWo8) I'm trying to improve the overall…
Hello everyone, I’m a beginner C++ programmer and Unreal Engine user looking for a project I could believe in and in which to hone our skills together. To put this in perspective, I’ve tried this as an hobby in the past but it never panned out, so that little skills I might have acquired then is now long gone and…
We’re developing a stylized endless runner for iOS and Android in Unity, with a strong focus on the main character and the world around him. The project is already in an advanced testing phase. Our team includes a skilled programmer, animator, and 2D artist. We work remotely, communicate via Discord, and share data through…