Hey guys Just a curious question im wondering if any of you guys have or know other game artists that use mix medias to create game art? Im not sure how else to put it,but ill give an example. say you want a menu background based on some old paper or soemthing similar,rather than trying to paint this would you go into the…
Hello, Thank for taking a look. I created this in zbrush and it has a lot of lumps. I'm wondering if there is a better program to surface it in to create some better surface continuity? Maybe Rhino? or fusion 360? or do I need to get into alias? Or is there a better way in zbrush itself? Please help!
The reason charts of roughness values vary is that you're defining an average roughness value for a pixel and that value will depend how large an area of a surface the pixel defines. Eg. Sandpaper is quite shiny if you look very closely but if you step a few paces back it looks much rougher cos the lumpy surface bounces…
While you may want your windows to be black, right now they look more like they're completely opaque. They're very unconvincing at the moment. It could be that the specmap makes them look rugged and dirty. Then the spec map you're using looks like a big application of photoshop clouds, If you're not adverse to spending a…
I finally finished my first hard-surface modelling task, ie, I had the time to actually sit down and learn Quixel Ddo. Fun project but also very frustrating as everything seemed to go wrong at each step! Normal map was just not up to my standards and couldn’t seem to improve it and then once in Ddo, realised that a lot of…
Just to insert my two cents regarding dynamesh: it's a basemesh creation tool that retopologizes a model. If you're working with an existing basemesh before using dynamesh, it's topology is of no relevance, only it's volume. After dynameshing, you're left with a pretty consistant distribution of faces across a surface, so…
Thanks for all the help and motivation guys. You were very right about the knees, TheodorUrhed. They were definitely low. I also pulled the feet back more to make it seem balanced. BARDLER, I didn't want to bulk up the legs so much but I agree they needed to be a bit longer so I changed that. Lastly, I cleaned up the…
Can you clarify this a little better please? Can you post the actual asset as seen in game that "looks bad"? One thing you need to realize is that specular maps shouldn't necessarily always be black and white images. The purpose of a specular map is somewhat in-depth, but one of the key functions of them is to reflect…
It's easier when you think of a normal map as bump map detail. It was always intended to fake lighting detail that would otherwise require millions of polygons to do. Since games don't have the same luxury as Hollywood Movies to throw around millions of polygons in real time, normal maps are your best bet for giving your…
[ QUOTE ] So they'd be a lot better under power? The surface area of those wings is far too small to do *anything* well. [/ QUOTE ] So when you applied for that job with NASA, did you mention to them that you don't actually know anything about aerospace engineering? Yes, they *would* be better under power - the more force…