There's no real reason to not use UDIMs - it's just another texture set as far as painter (and anything else) is concerned. In painter they can be named and export presets can be built to output whatever file names you like (on the most recent versions at least). We're actually using the UDIM workflow in painter quite…
Fun concept. Face needs anatomy help. Several smaller elements and bony landmarks have been missed. Color zone is monotonous across the skin. Lips don't curve around the face and indent at the sides. The eyes are oval. No sternocledoid mastoid defined. Do you have an evenly lit turn around of the head sculpt?
hey... that sounds like it's gonna be really helpful.. cheers. Another quick question though if you would be so kind.. Is it in anyway possible to have the viewport display a lit - untextured - wireframe? A bit like the view you would expect to have in maya / max while modelling? that would be really helpful for what I'm…
Hey all, need some critique, Ive spent the last couple of nights trying to work some lookdev on the lighting. I am not sure which looks better. or how i can manage to lift the darkness, but not as light as the detail lighting pass, Is it my materials? LIT (Full Materials and lights Detail Lighting only Thanks
it has been a problem with a few games ive bought recently, i use a large but fairly old TV in a well lit room (massive window, cloth blinds), its a pain in the butt when you have to turn the tvs brightness up so you can see in dark bits of the game. mostly FPSs
yes poopipe, it seems to have both options, but I could do a layered lit shader I guess but the hair shader is just about ok for what i need ie enable both transparency and alpha test in the shader. has a bunch of other parameters which seem to help a bit, like depth write etc its not perfect, but not awful
Thanks Jason. A lil update here. I don't know how to do the dress, I could use a physic simulation, or just make it after the posing with good clothes sculpting like a statue... For now I will let it like that. Still a lot of work to do. I thought to a little scene with her and Roger, and Christopher Lloyd as Judge Doom.…
Me and Arshlevon were having this conversation a bit the other night. Bare with me now as I'm gonna ramble a bit. I think there is a huge majority of people in the industry as artists, who aren't really artists. They are technicians. They have learned a very limited ruleset of this+that=game asset. While it results in ok…
When most of these game engines and baking tools were written, few artists were actually baking anything other than characters (which are usually a little more forgiving). Also, all of these engines already had code for handling normals and I would guess the normal mapping stuff got tacked on.
Yea, saw this contest a little while ago. Frankly, there arent too many talented people who are entering the contest because DeathFall isnt all that well known a site. I know of quite a few polycounters here who could probably get one of the top 3 places...