It's all done now, had a lot of fun doing this character. Ended up with 4K texture for the body, 2K texture for the head, 2K texture for the hair and fur, and a 512 map for the base. As always there's lots of stuff I would change if I could do it all again but that's the learning process of doing any art piece.
and hello again next step, next update :) what you can see here is a little testbake. its the lowpoly with a 512 Diffuse and Normal map but with a unperformant unwrap...so the texture looks a little bit blury ^^ But i think its not looking that bad and i believe im on the right way. SOOOOO i hope you like it too and please…
Some more progress feels like I'm slowly pulling it all together. Added a few assets to the scene to try and give it a bit more going on. Spent some time looking into combing tiling textures on asset through the shaders rather than in Painter to getter a higher level of detail with lower res 512 textures I did this for the…
Hi ! This week I've worked on the stairs and place where the altar is. Most meshes and materials are WIP and will be improved later. The cobble brick wall and the marble tiles are from Substance Share, I might modify a bit the marble tiles as they are really nice but I think I'd totally redo by myself the cobble wall. You…
Does any body else experiencing unexpected behavior on 5.3? I was interested to try dDo since Quixel now release this version for free, but I'm getting few kind of errors. I noticed Prophecies had some difficulty as well and other then that are; 1| The material definition selector (when using quick reflectance based on…
@jaker3278 Thanks! The screenshots were rendered in Marmoset. If you have Marmoset: I used the "Late Day Field" sky preset with an additional yellow/orange skylight. The material is just a basic grey color with a little bit of metalness, and the dusty color comes from the ao and a slight color correction in Photoshop. @Bek…
When you export from Max for Zbrush, you can actually set the conversion scale to be applied which may not be initially properly set up. Just tinker with the options in Max when exporting, there's a button that opens the correct menu in the export screen. That said, dont worry too much if your model is a bit offscale in…
and since no one else shared it... http://kotaku.com/xbox-ones-kinect-can-turn-off-microsoft-says-noting-510100564?utm_campaign=Socialflow_Kotaku_Facebook&utm_source=Kotaku_Facebook&utm_medium=Socialflow
I hope this helps :D stretching might occur but you should be able to move around verts so it won't look odd. Also i would say your tile should be 2:1 (ex:512X256) if not 4:1 (ex:1024 X 256)