Nice work, lots of character in him. I like the color scheme. I think the transition from hair to scalp needs work, it's far too sharp right now. Blend it together. If you need reference, check out the FFXII shots of how they do it. His face could use more volume in the texture, right now it's a bit bright all over and…
I agree floating is a good way to go, but you'll need to watch your shadows when you start rendering out AO via mental ray or standard rendering. The floaty bits like to cause trouble. It pays to leave them as seperate objects and turn off their shadow casting ability.
Took the xyzWindow script for Maya posted here the other day and updated it to be a full transform type-in window that mimics Max. Maybe someone here can get some use out of it (or give some thoughts on improving it): ////////////////////////////////////////////////////title: xyzWindow//Version: 2.0//Date:…
Looking great. The car seems like it's floating above the street a bit. Maybe the shadow bias needs to be adjusted to pull the shadow closer to the car? Or perhaps you could add a soft blob shadow for fake AO, to "ground" it a bit more. Could just be the floaty physics. Looks like a lot of fun.
looks cool man, I'd consider trimming off or joining up the floaty bits that arent connected in the alpha. it always looks weird if you get up close and theres some floating leaves/specks edit: thats only really noticable in the last pic btw most are spot on
Hi, I'm trying to create shader for masking detail texture to multiply with metalness map.Her's my model with albedo, roughness and metalness maps on - no albedo or detail maps added at this point: I already have mix pass for albedo and now I'm trying to perform similar to reflectivity map. here's albedo part (it's working…
I float small details 99% of the time here at work. No time to model it all in. After your pretty art asset is crunched down to a 1024 or smaller you'll NEVER see a difference between floating detail and non floating detail anyways.
I've tried turning off sRGB and changing the compression settings to Mask. To export I used Substance Painter's UE4 default Export that uses a RMA. For reference this is how the model looks in Sketchfab (It's not 100% Accurate but decent) https://skfb.ly/6BtTq help please :c
Not too shabby, but it needs work. The modeling is pretty solid and the legs look great! Crits: - As mentioned previously, the face is too wide. For a "realistic sci-fi feel" the width is telling us Wile-E-Coyote. Check out some proper wolf/dog/coyote reference and maybe do a search for werewolf/wolfman/lycan ref also,…