For character modeling, it says we need a high poly "sculpt". Does it need to be sculpted, or can we model it using hard-surface methods without any sculpting? You can sculpt, use hard surface methods or go right into creating the low poly model.
Knightjordan3d: Do you mean this knit thing? Surface Noise: Sculpt the base, then ZRemesher, UVs with UV Master, few times divide and add Surface noise with knit pattern alpha. For little bit irregullarity and fuzziness i add FiberMesh to (very thin and short hairs).
well that's how it should be in theory..but it just didn't work on this version. (as you can see in my post....after layers of painting, and putting my own textures the generate surface screwed me) anyway i've installed an older one (3.4.3) and the generate surface works as it should.
All the folds are just roughed in right now, but i usually use just standard with Lazymouse. For hard surfaces, i do the bulk in Max but then do surface details with standard, flatten (with a square hard alpha) and clay with a spray brush set to low strength for pores and the like.
I generally use procedurals for my surfacing, but would be interested in trying out Mari Indie if you are giving one away. Would be fun to go back and surface some old projects that I would have like to have spent more time on, like this elf.
i reccomend simply getting rid of the bloom ENTIRELY for now, add it when its done because it just washes it out, it doesnt make it any cooler in my opinion. infact its not WORKING, it should be actually blooming around surfaces not making surfaces washed out
cool concepts, yeah not sure what the brief was but these are really minor things I noticed - how sharp most of the edges look and how flat some of the big surfaces are would be good if there was more detail in the edges of stuff and the surfaces had some large noticable texture/pattern
it's because your water effect is largly based on the specular being shown to convey that there's water on the surface. From the opposite angle you see no specular therefor no more water. You should use a reflection combined with some darkening at glazing angles to give the appearance of water on the surface.
Maybe scale it even more down to get a better result. When you feed in a washy image then it will try to upscale this washy look ... there's a plethora of traditional computer vision techniques that will do the job Not this job, unfortunately. Traditional methods will not fill in fine details like hairs or surface…
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