HairTG - Hair & Fur next update will for the first time go beyond texturing and into the 3D world :) Actually I have been experimenting with hair card grooming and well, it took me some time so I thought I could do a tool to automate some parts of the process in Blender. This was actually unexpected but well, it turned out…
Alright man. This is so much better than your paintings and it probably actually took you a lot longer then most of those speed paints right? This piece is starting to get somewhere and is a major leap forward over what I've seen from yours so far. First off lets go over your fundamentals. You're drawing in a very flat…
The simplest would just be listing everything at once, or as a "view all" link with a total kb size posted next to it. Could be an option. GOOD THINGS: I love the ship, the tower and the house. The ship has some great wood textures and the extra props are great. Nice detailing on the ship model too. It needs some local…
I know that feeling of having more things to do that time, haha! I'm looking forward to see what you'll come up when you get back to it. So, the blend of smaller and bigger features in that facial structure is so interesting I couldn't get it out of my head. I ended up sculpting it last night to take a closer look. :#…
At it's most basic, when the smoothed normals for a mesh are calculated, each vertex simply grabs the flat/geometric normal of all of the polygons that it belongs to and averages them together to get it's smoothed normal. But you can weight the contribution of each polygon to that final average to try and get different -…
I have no experience in hand painted stuff but IMO these swords are looking too flat and dull. The best one so far is #5 cause at least crossguard is making sense. First of all, you need more highlights with lot of contrast - what you have now is simple low-range gradient all over the blade and lighter lines along edges -…
I would recommend... relax. The truth is, that UV tools are not as good as anyone would like. There are usually not simple options for complex shapes. You can look into pelt mapping/quick peel. Those are 3DS Max "version" of LSCM mapping. In the end though, it always ends up a lot of manual labor. Think of it this way. If…
Ok now that I know what you're after I have a few suggestions. It seems like it would be easier to pick a pose that's close to what you want and wrangle it back onto a default pose for skinning rather than rebuild it based on the UV layout. Or deform your skeleton to match the default pose of the mesh before binding the…
I have update my first post to add more infos about what I show on every screenshots to be more clear. sidx30 : Yes our engine is PBR and is using Reflectance maps and Gloss maps. _Kratos_ : Every time I can I use Substance to create texture sets and I always try to avoid using bitmap in my substances. The idea is to have…
Yeah, there are certain things you'll never get from a painted bump converted to normal map/ndo/crazybump/knald/etc. Larger forms, beveled edges, etc you really need to model a proper high poly mesh for. A painted normal can also never account for the smoothing of the lowpoly mesh either. When you bake a normal map from…