Different shaders use different specular lobes. Disney GGX is a commonly used one. Im guessing that’s why you’re seeing vastly different reflections at glancing angles… tools are probably using different ways to calculate how a roughness value will scatter the “rays” of light, and simulate the scattering of light that…
hey, well, in essence your work is great. From a technical point of view everything is done properly as far as I can tell. You acquired the mechanical skills .... but your work is lacking some kind of WOW effect. Every image I look at I´m getting the feeling its either not finished or it was done quickly. Maybe create…
Here's some tips to producing really low spec art: Go as low as possible. TBH, if this game were made on DS, these would be sprites because they would look better as sprites that always face the camera. But, for this example, I'll model to explain some things. Four sides looks as round as 6 sides on the small screen. So…
it was always characters but yes, eventually if you really enjoy stuff you "fan" out to the other aspect of the creation pipeline which is a good change of pace and could help with the "main" choice. For drawing anyway i took and environmental idea and made those into characters so meshing the two works for me here is an…
I think what is usually meant by that is polycount doesn't matter for rendering. Here it's not the polycount itself that I think will be a problem, but object's design. You can see everything through everything, can't just bake it to a box (like a fridge or old TV set for example). Most parts would need to be a separate…
Hello guys, I registered to this forum to get your insight on PBR workflows and texturing for those. My question on albedo maps: Albedo If I understood the idea behind it an albedo map should contain no lighting information except the pure reflected diffuse. So should there be any gradients in an albedo color map at all?…
ok... So if i understand correctly, the Example file you guys supplied to demonstrate what ddo can do out of the box has custom curvature map you plugged which you didn't include in the source as part of the package? And is the key map to get the look you are showing off as an example? Cool! So i scavenged the forums after…
looks cool so far! what I would suggest is to decide on a light source, and paint the model accordingly! that way, you can turn the forms in space with the texture really nicely, for example the shoulder armors could look like they are being lit from above, and you could feel their roundness. Also with the face, try and…
Another thing that can really help, you mention 90 degree angles etc, a great way to avoid that is to simply not model everything with 90 degree angles in your highpoly. If you plan your highpoly so that it will be friendly to your low, with more gradual angles you can really help yourself out. Heres an example: With A,…
Hey bkost, no, the retopo itself was done inside Maya (with heavy use of QuadDraw). I even made my jacket basemesh there before I started sculpting the detail inside ZBrush and ended up using a higher subdiv version of that basemesh as my retopo with a few changes (pockets). I then made my UVs and brought back the retopo…