[WIP ] #2 Sculpting Details in ZBrush, Retopology and Baking Hi again, I'm back with some updates. I had my family over so I couldn't post anything earlier but I'm back at it again! Here's where I stand with the project. Before I fully committed to sculpting everything I went back to Maya and refined the model to have it…
Hi Polycount, I'm sorry if this doesn't belong here, but I really don't know where else it should go. I'm currently working on a model using 3ds max, but I'm not satisfied with my own work, so I would like to know what the best place would be to ask questions. Thanks in advance:poly122:
You don't necessarily need a new color ID texture for that - you can use the Paint Mask in Photoshop feature. It's located above Accept Mask in DynaMask, and will allow you to add a custom mask in Photoshop. If you already know the area that needs defined, simply make that white and put it in. :smile: As for the color ID…
From this doc I would say, that it is very similar to a color correction LUT (lookup table). That is you map the present RGB color to new RGB color (therefore a 3d texture). Instead of applying it to the whole scene (=>color correction post processing) you can apply it to the source texture. Either completely (fresnel…
You can probably reduce the feathers to a pair of polygons with an alpha mask, cutting the polycount while improving the appearance. It looks like you're currently using 500-600 polygons in the feathers, which is a substantial percentage of the budget for the entire character. A simple normal map would improve the teeth,…
Not sure if I missed the deadline or not, but ether way here is my entry. Edit: opps I did miss it, better luck tomorrow. This is a gun metal material that revels bare metal using a combination of dynamask curvature and hand painted masks to revel bare metal underneath. Most of the materials detail is handled by curvature…
Oh by the way, I thought of a way to make this tutorial a bit less "destructive" when painting - use a Layer Mask on the "cool blue" colour version of the layer, that way you can just paint into the mask to hide/reveal the cools. Currently in your tutorial there is no way to get the cools back other than Undo or…
I want to start making some DoTA 2 items over the summer, while on break from uni! I really want to boost my skills for the second year and hopefully get some items in the store! Here's what i'm working on. Juggernaut Body armor: UV Maps: Highpoly Version:
For something static it's easy . Just render a picture of whats behind , a cube map projection maybe, and distort /displace it by a normal map with vector warp node . if you want time of day changing and something moving behind the glass you need a special render target in the engine. A dynamic cube map maybe or have this…