Here is my workflow @Jimmito: (I have 3d modeled only for 7 months so my workflow may not be optimal.) 1.Created low poly model 2. Made high poly model from the low poly model by adding more details. 3.Added subdivision surface modifier to the high poly model and added some edge loops to keep sharp edges. 4. Fixed high-…
Hi guys, A lot of time without posting, but I had some difficulties to integrate my model in Railworks, especially with the normal map. Normal map is managed by the kuju shader a little bit differently that other shaders in common engines. So, i had to rebake my model until I corrected all artefacts. I will not have this…
Yup blur use mentalray, I think Tigar Hare use Vray, some use PRman. personally id stick with MR as its built into all the major apps. (all of them are great tho) If your raytracing DOF and motion blur pretty much act as a multiplier for your render times so if you can, I'd research doing these in post. That said Mental…
Okay so I spent about 45 minutes looking all over Google to try and solve this problem that I'm having. I'm primarily a 3DS Max user, have been for many years, so I wanted a change and to try my hand a creating things in ZBrush. However ZBRush 4R7 seems to cap its shapes with triangles and not quads. For me this isn't a…
I could be wrong as I've never set up a cloth shader, but as far as I understand it the main part of a cloth material is Fresnel. The little fibres in cloth catch the light and cause it to "bend" across convex surfaces. Which makes the convex surfaces brighter and as a result the concave areas are darkened. so I think you…
Ok first off u had no reference photos for this weapon. what handle is that based off? what was the ridge on top of the sword based off? What was teh shape of the sword and guard based off? Its fine to be making up these shapes yourself but even still, you need to have references based in the real world to make them seem…
galaxy uses a per model lightning system, just based on the indivdual shader, i.e. they use an envball with modulatex2 on a regular flat color texture to get nice shading. on top they usually add a hardware rim light. each model has their own shader with different settings, so there is no unified lightning approach. and…
I don't understand the specifics but Marmoset takes into account both world space or tangent. I can disable worldspace normals but then there is a loss of shader quality. the shader becomes flat and casts less shadows. In engine it works great, looks like the max model. No shading issues. This is purely a Marmoset issue I…
and what's wrong with that? hard work surely should be appreciated but i can understand if someone's disgusted of all that fantasy exaggeration, weapons and armors made of rainbowy metals and having weird ass shapes, stylized proportions etc. there are some things that can make the process slightly easier, but hand painted…
I don't know if this will really help you much because I literally just made this face up as I painted, (I used no references, so she looks nothing like your concept)... But I mainly tried to change the proportions of her face so she looked more attractive. One thing that you need to pay special attention to is the fact…