Off the top of my head ;) [ame] https://www.youtube.com/watch?v=LpLBzV9uG0Y[/ame] Texturing - Traditional Shaders to PBR Shaders: http://www.marmoset.co/toolbag/learn/pbr-conversion General Rules: Only colour Info In Albedo, no more lighting info overlayed (AO, PRT etc.. although depending on style, some cavity can be…
Hey mate, So first things first. Your pillars are looking really good. I really like the look of them. When you take a second pass at them, I think you do need to look at making them dirtier (dirtier at the bottom and cleaner at the top and all that) and I'd also add some greenery to break them up a little more. I also…
Dustinbrown is right on the money again. But since you asked for some crits here you go... -The ears look really weird, even if the sillohette is correct based on your reference (which is extremely abnormal) Im sure the thickness is not correct, it looks paper thin in areas that are usually thicker and fleshy. -The eyebrow…
Full setlist is announced: Amy Winehouse Rehab Anthrax - Caught in a Mosh At the Drive-In One Armed Scissor Avenged Seven Fold - Beast and the Harlot B-52s - Rock Lobster Beach Boys Good Vibrations Big Country In a Big Country Blondie Heart of Glass Bob Marley & The Wailers - Get Up, Stand Up Bronx, The False…
I would use a simple approach. Basically all you have to do is : ( 1 - glossiness ) * numofmipmaps. In my case it's 7. My setup : If your are using phong or blinn you might want to multiply your glossiness by 128 in order to get a range of 0 - 1 to avoid value like 180 or 200. But with a cook torrance or a spherical…
Zbrush Resources MasterThread I thought it would be cool to have a central place for people to post quality zbrush resources that make our lives a bit easier Alphas: EAT 3Ds 110 Bolts http://eat3d.com/forum/tips-tricks-and-free-videos/110-free-custom-bolt-alphas Rick Baker Wrinkle Alphas…
Hey guys! I've been currently working on a stylized game environment to expand my knowledge in Unreal Engine 4 (never worked with unreal before) and increase my skills in environmental storytelling. My goals are to improve my foliage skills, learning the unreal engine, getting better in substance designer by making at…
Hello Polycount! Here is an article/tutorial I wrote yesterday and basically it's about creating a turbulent-like movement for particles without using a vector field or similar. It felt better reposting it here rather than just linking to my website (good or bad idea? layout got worse). I'd love to hear your thoughts, if…
Hey there, Escudero! Nice looking run you got there:) Here's some feedback I've got: When I do Run and Walk-cycles I like to start with the hips and then go down from there, and when the legs looks ok I do the upper body one part at the time. So looking at the run this way you can see that the Hips up and down-motion is a…
The third picture is certainly looking better. I would take it even further in the direction your going. Meaning make it even more matte, and less specular. For both the brick and the soot. I think if you can visibly see the highlight on the soot, its too glossy and too specular. I realized i didn't explain very well what…