I agree with Thomasp, the hair style you're going for is probably not suited for sculpting or hair cards, at least not the way you're using them. It's not that "you're doing it wrong" that method can work and has been used by a lot of artists over the years, but it leads down a very limited path that has I'm pretty sure…
I didn't put this in the UDK forum as it probably applies to most 3d packages. I have a modular "wall" asset, 192x192x16. Now that I have it unwrapped and textured I know I want to use it, for variation, to start making new shapes that "also" snap to the grid. Similar to these: The Fist thing I tried was to get a nice wide…
Hey guys, this is where I'm at at the moment.. not sure if I'm going to get this finished on time. still so much to do! spent an hour today trying to get Mayas skin shaders to work.. does anyone know any tutorials for rendering out a turntable with mental ray? also has anyone any experience with Maya hair? as always crit…
Hey, looking good! I think the some surfaces are starting too look a bit busy (e.g. stone wall) partly due to exaggerated shading of the surfaces (displaced mesh + normal map?), which swallows some of the primary shapes (undefined edges). Transferring the normals from the original shape to displaced mesh could help to…
i have a character made in single mesh.....................i skinned it and also painted weights....................... now i want to apply blend shapes to its face for facial expressions.................plz guide me how to do it????????????????
This question varies heavily on the engine, and actually has nothing to do with PBR. Layering is layering, it is a separate concept to all of the PBR stuff. You can have a layered system and ask the same questions for an engine that doesn't support pbr shaders, or an engine that's entirely NPR (non-photo realistic, eg…
Hey everyone.How would you all feel about a thread for sharing tile-able textures that you all have made? Most everyone has some, and a lot of times they may never be used again.Your thoughts?
welcome to the board. :) mia_material_x is probably the most common general purpose shader. but all the shades have some use depending on what you want to do. i would suggest you experiment and have fun and try stuff out. there are lots of general maya shader nodes that you can use with mental ray. as for tutorials there…
hehe, a bit more a shade of UT3, img2 than gears of war ;) I agree with everyone though, you could push a bit more contrast and definition into the texture. pull some tones away from the red (ribbed body mesh parts), get some additional contrast in there to add a little more pop. Could define the shapes a little more too,…