Hello Polycounters! It's been too long since my last post but I thought I'd share some progress on what I'm working on. Here is a high res sculpt of a character I'm working on, known by strangers as The Kid. The Kid is a born ruffian, raised in the post-apocalyptic world overrun by bandits and thieves, he wields a giant…
Hello all! So a friend of mine sent me an OBJ of a head model he worked on in ZBrush, and textured in MARI. http://img.techpowerup.org/161230/upload-toue4.png In the picture shows all the texture files he worked on in MARI. He also sent another folder called "Displace" in which he had a file that was in the extension…
Hi, I often came across this problem while doing diffuse + specular: how to keep both maps synchronized, after I made changes in one of them. This wasn't a great problem though, because most of the time I was OK with using Adjustment Layers (with simple masks) over a copy of diffuse group to get specular group. Now, in PBR…
A Hunter BOW (Bio Organic Weapon) from Resident Evil This is a project that I've been wanting to do since I first started working in 3d almost 7 years ago. At the time I was playing the Resident Evil Code Veronica and these creatures caught my imagination. For some reason I've always loved the design of the creature. I…
So when I work on next gen crap with spec maps and junk, I usually complain about working on the spec map. I would like to eliminate as much back and forth as possible. When you work on a diffuse map you have a decent idea of how it will look on the model, what colors you'll get etc. But with your spec it's kinda like,…
Hello again friends ! I have an issue with changing the shader type in Substance Painter mid painting, i have created the basic materials for all the sub-meshes of the model (Diffuse, metalness, and roughness for some) and then after exporting the maps to test how it looks in Marmoset i realized that i was working in…
For starters - I use Maya (for modeling), zBrush (sculpting) and Photoshop (for texturing) + several additional software (like nDo, XNormals & Handplane...). I have no experience with Blender, 3D Max or Gimp,... The whole workflow depends on the scope and size of the team as well as their skill. While bigger companies can…
answering a question regarding the LODs on the conifer trees and how to produce the billboard maps needed without speedtree: Hi Brian, The billboards have been rendered from the final tree with two cameras. We render albedo and alpha maps but when applied directly there will be a visual mismatch because of missing light /…
To answer your latest question yes, the seams do still show up without the normals applied. So here are my UVS, I chopped off the unnecessary part of the UV maps to save some space. The top UV section are the UVs that I used to paint my diffuse, generate normals etc. The painted red chunks are where you see the seams in…
@CESARNIM7 Thank you! We're actually using the legacy bumped diffuse (or legacy diffuse for things without bumpmaps) for most of the shaders, it's usually a brighter texture than the newer standard texture with Unity 5. Most of the "liveliness" comes more from the camera filters, a small vignette, minor bloom, and color…