I've been playing a fair bit (too much) Breaking Point which is a DayZ-esque mod for Arma 3. I fell in with a good group of people which is the only correct way to play the game. If you're alone it isn't easy. The mod differs from DayZ in that it focuses more on promoting PVP vs the 'survival' elements of DayZ. You still…
Thank you! :) I had a huge difficulty to blend the cards with the bigger shapes. I don't really know how to disable the cast shadows from the small cards without disableing the shadows of the whole mesh sadly. In regard to the grassy overhang, the blades have their cast shadow turned to off, since it was the same thing in…
I've been practicing using trim sheets after Polygon Academy's videos and reading about the Ultimate Trim Technique from Sunset Overdrive. I created a single trim sheet and a small scene (top left). I tried to use vertex blending to create mud and moss for breakup and variety. I felt my meshes were too simple and generic.…
@Direwolf Thanks! Yes, this is all 100% procedural in Substance Designer and very quick to iterate on. A few more materials and I might be thinking completely differently about my process, but this is where I am now: during construction I am trying to think in layers, just like I would traditionally work on a material like…
Thanks for the reply Gruntpunch. Well what I mean when I refer to fuziness is he the fuziness slider in the Multi Material Blend node. It lets the color ID range out further than the picked color. When it comes to having no anti aliasing in the ID maps, well it does neutralize the black border issues BUT many times things…
I agree with you on that one, unfortunately time constraints prevented me from working further on the high-polys but I'll get some practice in when I have free time. Really liking your work by the way, might have to ask for some advice as I'm also modelling a darksiders-style character :D Here's today's progress, mostly…
I agree about Michonne, I think the actor is playing her a bit too intense and it causes her to stand out instead of blend in. (comic spoiler) Her intense fearfulness makes her stand out instead of blend in. I understand the whole caged animal routine but I think it does the character a disservice to ignore some of her…
Another way to reduce skew: this takes some texture blending work.. extract the lowpoly mesh were the baked detail is skewed, also take the faces around the detail if possible, retain the UV and try to unfold the extracted geometry as "flat" as possible, and bring the highpoly details on top of these newly extracted…
Hey Brad a couple things to consider (if they actually make sense.) In your second post (the turn-around) on the right facing view, it looks like her face is pointing/facing down, but her head is looking straight forward. Check the anatomy of the nostrils where they connect to the area above the upper lip, it's looking…
I really enjoy your line work, really wish I could get those sort of lines down prior to a painting. Though, it seems like a fair portion of the time it relies on the linework that's still showing to define your shapes. You also have a tendency for real soft brushes, which sort of conflicts (or gives me a conflicted…