first thing is you dont need so many hard edges in your low, you wil get a better bake if you remove these.. as the breaks mean that the render rays miss tiny parts of the high here giving you seams... you only really need hard edges where the edges is greater than 85 degrees (or there abouts (pretty much garuanteed to…
Hi! Yeah the stylus/tablet/cintiq can be used for modelling, it really works well. However! Some apps are lighter on the wrists than others. For instance I find Maya/Mudbox much less stressful that Max or Z. It's all related to moves you have to do while keeping buttons pressed or not. So if you work in Max, I'd say try…
liking those ground textures. One thing to keep in mind with putting it in the engine and keeping the wet feel. Specular is based entirely off the lighting in the scene. If you don't have light bouncing off the surface into the camera, or reflectivity (cube map or otherwise) it'll be hard to make it look wet... and that's…
[ QUOTE ] [FatAssasin] Okay, now make the specular highlight bigger to cover a greater area of the face using a smaller bump map. That's the theory right? I guarantee it's not going to happen. [/ QUOTE ] Right, but it's not gonna happen because software lighting doesn't emulate real-world lighting properly. There's a lot…
It kinda amazes me that at the introduction of PBR, we knew there are a lot of specular problems, but quickly fell back to eh, it's good enough. Things like like apparent roughness getting mipped away when normal maps mip down to blurrier and smoothed over approximations of surfaces. Really apparent on landscapes, where…
The vast majority of the surface area in a 1m square of grass is near vertical and a pretty significant proportion of that is facing away from the viewer As such... if your light source (the sun) is on the other side of the patch of grass from you, any light going in has a relatively low chance of coming out in the…
So I decided to just move into the block out of this model where I can elaborate a bit on the concept. I was going to finish the concept off in PS to make it more Sci-Fi, but I'm just going to use my more artistic license on the modeling portion. Before I move on, I was wondering a few thing in this whole HP to LP…
Thanks for the input! I actually didn't rig the arms in this example I just happened to add all the bones when I added the skin modifier and so the envelopes created happened to catch those vertices and the animation on the bones already included the arms moving. Believe it or not I don't really have any trouble rigging a…
I'd first sort out the overall body shell topology which is causing surface distortion in turn other errors as well - just apply a reflective madcap to see what I mean.
so for one i do think you did a good transition of the concept into the overwatch universe in terms of proportions, i do love the concept a lot but its a bit too toony for what overwatchs style is. maybe the eyes are a bit too big still and could feel a bit more humanoid. i will try to stick to your work and not compare it…