[ QUOTE ] Strangely lines on cloth and breast form remember me Magnacarta... But I'm a little disapointed about choice of diffuse renderer on head ... Some links of MagnaCarta : A B C D I know! Asian touch I like follow your WIP, I say nothing but this is interresting! Keep it up! [/ QUOTE ] TY Sama. Im not sure how the…
had the same not to long ago and I blamed max2010 back then for it. My speculations were: - RAM full, scene data got due to heavy rendering so the file could not be saved proper (my scene was like 700MB large) - disc failure: with network or usb drives for example or some bad or broken hd'seven even I did not succeeded…
Hi guys, I'm new to Polycount and I'm happy to share my progress with you! Feedback and critics are welcome and courage. I chose to paint Evelynn for this creative contest. I like how she manipulate for foes with seduction just to torment them. so badass!! Here's some references I gathered for her along with a few…
It's not to match some target offline render , rather do what you see in reality. It's just offline renders do it much better. The main issue with typical PBR workflow, metal-roughness at least is that it's usually totally locked and inflexible. Serving the idea of being fool proof so silly low IQ artists wouldn't do…
Hello Polucount. I recently made a small prop of a grandfather clock. I would like to hear advice on the correctness of the model in terms of topology, UV and texturing. Is everything done correctly and well, or can something be corrected and made better? Every criticism is very important to me, so please criticize)…
I think any of the concepts are completely fine. There is room for more grounded and realistic forms of armor, and I think that would really kick your work up to the next levels is paying attention to * construction: making sure it feels believable and real * presentation: really knock it out of the park with lighting and…
Hi! Looks as intended to me. The values of the border pixel where the UVs end get repeated outwards (edge padding) to reduce visible seams when the texture is displayed at a lower resolution (mip map). I suppose by banding you mean the stepping in the padded pixels? That's probably due to the UV borders not being aligned…
Hi! If the question is "split UVs at hard edges?", the answer is yes, UVs must be split at hard edges. But edges at UVs split don't need to be hard. A search should bring up a few more threads on this topic. Depending on the mesh, if each face had its own UV shell, it would foremost be a waste of texture space due to the…
This was my first time bringing a sculpt into Maya as I wanted to learn Xgen, which was quite a struggle given I didn't even know how to use Maya. I could have finished this weeks ago if I just used fibermesh, I definitely don't want to do any more projects this large for awhile, staying in zbrush is so much easier/faster.…