ok i opened youre youtube link and saw your wrote about this - thank you - but in maya and mental ray were we should loud this map ? for example for sss material in mental ray wiche atribute in it sitting is for this map (i mean for example specualr plase ? or diffuse and like this )
I was looking at Amelia Rowcrofts process videos, she has her own likeness tutorials on her website. I noticed how little she adjusts the features back and forth after the initial foundation, so her method of measuring the face must be really solid with how little is being adjusted at later stages…
Hi all, Thanks for the replies. I shared some example textures: This is the albedo that contain the main texture: This the composite that gives reflection: And this the normal for relief: This is how looks the normal in GIMP: If i resize the textures to 1024 for example, the albedo and composite works well in the game, but…
That first example uses creasing, Blender equivalent here: https://docs.blender.org/manual/en/dev/modeling/meshes/editing/edges.html#edge-crease The second example bevels edges with multiple segments, take a look at the section on segments here:…
Its definitely possible to make it look even better in unreal for example then in Marmoset. You have access to a lot of things that you don't in Marmoset, however; it takes a lot more know how to actually do this. These were both done in unreal for example: https://www.artstation.com/artwork/ner4…
I know you chose UE4 already but Unity 5 comes with a car example scene, all set up and ready to go. It's in the Sample Assets project, just replace the art with your stuff. They also have a AI car example, so you could easily add AI opponents if you wanted.
The procedural example package has a good starter effect. It manipulates individual particles in the array of a particle system. Note: this example uses the old Unity particle system. You can still use it, but you will have to change it if you want to use Shuriken. Still a good demo.…
Looks really cool :P And I may be crazy and too tired, but the lady was talking about how it'd be problematic to have things like vines on the rock becuase the geometry wouldn't be able to be seperated. But did they not show an example that had lots of scattered leaves on the rocks? Or were those not part of the example?…
@Billy - I did not think of adding lighting to the scene or some basic mats. I will have that for the next update. @Plastix - Thank you for the thread. Really nice to see a breakdown like that. @Nintendo46 - I started with the 3rd person example level with the example assets. In my game folder > character > HeroTPP
No, that was just an example. Im not sure calling this "real world" is accurate though. It just means that every surface gets the same pixel density. So for example 1m² could get 512*512 texture space, while a 0,3m x 0,3 that only 1 third of that, about 170*170 pixels