Hello everyone. This is a project Ive been working on for a while. Based off a weapon used in the Van Hellsing movie. Due to a recent layoff I decided to pick it back up and finish it. This is a game model with just one UV set. The project is in its final stages, but I would like to get more eyes on it before I call it…
Hey, thank you Muzzoid! That sounds like a great idea, it's what I internally settled on as well. My only worry would be the bottom view of the hair with this set up, it might still be awkward... I'll have to figure it out when I get there (༎༎゜▽゜) Today, some more blocking out, and some more refining. Did a quick placement…
I used to do the same way back in the day when most of my texturing was done in photoshop. But there was a solution about 15 years ago that solved the issue with pngs and photoshop, and somehow just migrated to use png as a default. Since a lot of texture outputs happen from other programs like substance, I've just not…
I was thinking about trying custom mips like that to avoid having grout show up too strongly at shallow angles, where it would realistically occlude itself. I have in UE made materials were parts would fade like that white foam texture depending on angle or distance, but doing it in the MIP is free, but not consistent.
Nice work, love the style and non-traditional choices! The lips and nose seem so extreme and sharp, they feel a bit like they belong on a different piece because the rest of the character doesn't really seem to match that level of caricature. Feels like an Al Hirschfeld that hasn't gone quite far enough?
I would post some pictures of my attempts, but... I've deleted them >_> I do have a forum post with one piece I've done though, still looking for critiques. @Mark Dygert I'm not really looking for someone to pat me on the back, more so someone to teach me the good habits and encourage me to finish what I start, right now…
Rigging something like this is mostly about looking at what you want to directly control, probably the top platform, and then working your way front the start and end of the chain to make that work. For this you'd start with the pistons and having a track to constraint have the top half of the piston looking at points…
As far as I know the "deep" exr stores records of multiple hits a ray-tracing ray does when it goes through a scene for a single pixel . like two intersecting clouds and a wall . I t stores samples of cloud 1, then when it goes through and hit cloud 2 and then the wall/object behind . it can record layers and layers of…