Hi! You would need to use an appropriate shader in order to render an object correctly with an object or world space normal map applied. In the second video you can see that in the Blender material the space of the normal node to "object". Then of course the handedness of the normal map also has to match the software. So a…
Hey there! You've got a lot of stuff, which is great. Here's something I think might help you with proportions and blocking the drawing. The female figure's shoulders are usually 1 1/2 to 2 heads wide. In this image, the head is too large for the rest of the body. When I first started drawing, I would do a drawing…
Poops example is correct, but a little simplified. The deformation also highly depends on placement of the joint in the limb and the positions of the vertices like the xcloud example shows. Even a one loop solution can look ok to a certain angle for meshes with very low polycount if you model the loop in a 45 degree angle…
ror, the thing is i wondeered about the first screens released shwoing malcoom with SSS in his ears. Im quite sure that a engine cant handle this for now, but you use some tricks to make it look like SSS. Thats basicly what i wanted to know. A good example would be also how you make you diffuse maps. As far as i can tell…
Nkoste, first let me just tell you ive always really enjoyed your work. i think your busts were great. what i think puts this work slightly below is the fact you are painting a much larger scale (physically), and as a result your light source application loses focus. For example, why would the hand be as bright? Why such a…
Some other folks have mentioned this but I'll toss my cents in all the same. As someone that goes through dozens of portfolios every week I'll say that having almost nothing but fan art is going to hurt you some. A well rounded character artist can come up with creative stuff on their own. Try some original concepts.…
Hi people. I need help or tips with an issue I'm having with normal maps related to the angle of the clusters in the UV mapping. Here is an example (ignore the wasted empty space in the UV): Since every slice of the octagon is identical, I want to texture only one slice and clone it 7 times with a rotation of 45º and then…
I had a quick look and it doesn't seem to be doing anything too weird - it is complicated but most of the complexity comes from there being a lot of input maps and parameters rather than it doing anything magical. without spending ages looking at it I think what happens is... They generate a texture (data texture) with a…
"Honestly not sure why sub-d still alive" Because in actual day to day practice there are many models that are just an order of magnitude faster and more efficient to build in subdiv rather than in CAD, especially if the provided concept isn't a fully locked technical drawing and if the design will be subject to tweaks…
This is a topic that has been reoccuring lately and i thought putting the info in its own thread is a good idea. I will be showcasing a method i have been using for way over a decade now, in 3dsmax. Which is to my knowledge the only tool that allows me to do this. Please correct me if i am wrong, i'd love to have this…