Do you know if these assets were intended to be used with TB3 or TB4? There's a bunch of differences in the shaders between the versions. My old scenes all look wrong in TB4, especially with skin/sub surface materials involved. I keep both versions around for compatibility.
Hi, this position has been filled. I really appreciate the people who reached out. Hello artists, I am looking to hire a hard surface modeler to create a rigged, 3D model of a vintage exercise bike. See screenshots/youtube link below I actually do not require the entire bike to be modeled. I am most interested in the green…
Your materials on the metal/wood feel very nice, but the fabric on the chairs/sofas feels strange - like it's covered in large wrinkles instead of smaller wrinkles in the corners, like I'd expect. Do you have a reference you're using for that? What type of fabric is it intended to be?
Michael, I like what you have so far. A couple of comments: 1)is this a final color scheme? 2)lighting looks a bit overblown and some details are drowned in shadows but I guess it's a temporal setup 3)Rocks are of different colors, is that intended? also this:
THIS IS DOPE! Lux was my second choice and i'm glad to see someone doing so much justice to her (no demacia intended hehe) personally i'm not sure if i like the face, but once you paint it maybe I'll be persuaded. Can't wait to see it textured :)
There's nothing wrong with your scene, the behavior you're seeing is completely expected and normal, no pun intended :) What you're seeing is simply the difference between the high quality real-time lights that Unreal uses for preview and the resulting bake, which is optimized to be efficient at run-time.
You pretty much stated what I suggusted Jaco. Also, I suggusted that importing the model in the max and implementing real time hair on it would make the woman look almost real. Unless thats not what you intend to do. Nice work though.
granted i havent rigged/animated shit in years, but doesn't look like the shoulders or elbows would support deformation very well? are you even intending to animate her? :) have been enjoying following this thread though, good work on how the shirt hangs
This is the same texture/model that you posted in your first post but with fixed normals. The normal map that you posted was pretty broken and unusable so if you intend to go that route then yeah you definately need to rebake after you have fixed the shading issues.
reconstruct subdivision in zbrush and then uv the lowest level. really you would never have to uv the highest level model even if you don't intend to make a low poly version. if you uv the lowest subdivion level , this passes though to the highest level anyway