Hey there^^ I'm interested in your project. please contact me. Here is my Discord I'd : strom_01I will show you some examples for you on there. I hope you like my art style Please let me know
It all looks quite good so far, only glaring issue I could really point out is that the figure of your main character reads (at least to me) as being quite masculine, and this is fine if you are going for a more androgynous figure but you just seemed to be referring to her with she/her pronouns when the vibe I get from the…
@poopipe the motivation was a landscape material, where there is a bunch of layers and I use some mask for variation in each layer. I think that I have used material functions as much as I can, but there still is a need for like 10+ unique parameters, seen here: Renaming ten parameters in blueprint graph isn't a huge deal,…
Thanks for sharing! I think it might help to study welding a bit more, good welds vs. bad welds. Unless you're intentionally trying to emulate a certain look? What's your welding reference? It looks a bit to blobby to me, so I did a quick web search of "good weld bad weld" and found some examples that might help:
this is question thread but will update with my findings as I go problem is that i try to make sure that dark skin type faces remain legible. with unreals default tone mapping if you are any darker than light-skinned it becomes difficult to read faces. the low values just seem too dark. In Maya if i set tone mapper to Log…
Hey people, with some help from the ZBrushCentral community (in particular Mark "TVeyes" that helped me with the most difficult code parts) I managed to perfect the code. In the previous version the WrapMode was not changed for the hardcoded Smooth and Masking brushes: in with this new version the Smooth and Masking…
Hi everyone! I seem to have found the cause and the solution for this problem. For me this "bug" appears after I select certain brushes, namely BLUR brush, which obviously doesnt have any applicable material. Though to resolve this issue without restarting the program you simply should click on any other brush with a…
I sometimes encounter an issue with deformed textures and losing details in some regions of my models, like normals or edge highlights, after importing my assets to Unreal. The reason being is that Unreal rounds up UV coordinate numbers, unless full precision UVs are enabled for static mesh: Here are some examples. Left is…
Yup that's exaclty the idea, is the siede of the main motel. I have another concept that shows how it would be lit. I don't know what type of info u would add I would like to u to give me an example. I'll send the link if u want to see the full post.
While the face normals (the one from a center of each triangle ) looks perfectly up those normal are derivative as a median of vertex normals in triangles corners. The bottom left corner for example , clearly not 90 degree up . it's what creates shading gradients. Face weighting, or direct normals editing could fix it .…