https://github.com/3deric/retro_terrainMaybe this can help. I tried to replicate the transport tycoon terrain in unity a while ago. It has NO terrain editor, everything is based on procedural noises. But it should be possible to feed it with a heightmap. For this you would need to transform the heightmap values into a…
I've been working on Tootie for Retrogasm 2019. Posting all the wips so far. Spent most of my time dancing with her proportions. Tried to stay close to the original shapes, but also make things a little more realistic.
If you try to use the existing render, and retroactively tack on an alpha, you may get some fringing, especially on heavily antialiased areas like the hairs. Why not just re-render?
Thanks! Since my work was star trek related I posted progress on a trek discord and got a lot of feedback there. And some freelance work too. In this sense really vital to know your audience. For polycount I'm going to do a retrospective on all the models as part of a larger mentorship program.
Unwrapping today has come a looong way since I started doung it. So much so that it might as well be automated as it's so quick to do with the tools we have now. Back then Max didn't even have an unwrap modifier and you had to make a face selection and stack shit loads of uvw mapping modifiers(one for every island) and…
Working on Saria now will keep most of those updates in its own thread here: https://polycount.com/discussion/212630/saria-retrogasm-round-3#latest First time trying out a timelapse, lost of bit of the recording of facial changes when zbrush crashed https://www.youtube.com/watch?v=SVNKyEkzNJA
Following the retrospective of our works. Year 2013 and perfect german quality. Compact Sig-Sauer P228 for Noble-Empire's World of Guns. Classic Photoshop texturing and V-Ray rendering.
If marmoset has a shader that supports retroreflectivity you can produce data for it in Painter or designer. I suspect it doesn't as its a pretty niche requirement.