What to CreateA fully-textured character model of your favorite League of Legends champion/skin * Take any champion in LoL and create a high-poly sculpt (optional) and low-poly fully textured model Things to keep in mind
* There are no hard limits on polycounts but efficiency is appreciated: use your best judgment and make…
Hello everyone, I did not see a thread yet talking about the final resulting visuals for Rage yet and the tech behind it so I thought I would start one. I would be curious to hear from some of the actual ID software artists that might be lurking on the forum as well. Would I be correct in assuming that most of the normal…
I've setup just a head mesh with some solid color diffuse, normal and roughness. But I've getting some unwanted results while setting up my lighting. I'm trying to get rid of some sharp shadows, but by changing the source length by as little as 0.001 it gives me some ugly scattering. I seems like the skin scattering in UE5…
Starting from concept art, this is my workflow usually: 1. Blockout mesh to test in game to make sure nothing unexpected will arise from the asset - this can be very quick, as long as the proportions are correct. Just need to test stuff like player collision (eg. if the player has to walk through / around / inside the…
If I used a 4096x2048 texture I could have more room to scale the uvs higher but you're right. I can't see fixing my pixel density in the most efficient way with the hp's the way i have them. Right now i have 5 texture sheets that are 2048x2048. I could eliminate 2 of them by using a 2x1 resolution. Im using a multi sub…
@diglett I have a paintover of your wires for you, there are some areas that you should look into optimizing and re-working: So I think I understand what your problem is with Marmoset materials: First thing is that you shouldn't be using the metallic workflow for this test which is what substance gave you, they are looking…
Hi guys. I had some things to do IRL and had to pause a bit this project. When I came back to it, I decided to start over after watching some tutorials on using a modular workflow. The blockout looked alright but it was not really well thought-of for each piece. So this time I worked first on the texture using a grid…
I think it depends on the engine you are using, but for UDK I'd make the broken parts and oil/blood spills into decals. So you have a clean base material and can decide where to put the decals. Sometimes they are a nice option to cover seams between tiled surfaces and further break up the monotony. Decals should be handled…
@PyrZern Thanks XD Hahaha! A young gender bent of mario wouldn't be such a bad idea- kidding I made some changes to the outfit- it could be because of the way the colours are sorted- @BagelHero Got it! I'll be adjusting abit more of the outfit and get the spec right- I'm testing out on how much detail I should put in the…
I'm super impressed with your progress and ability to work in comments and critique! This is already a great piece and I know you still have some things you'd like to continue working on. I'm more focused on lighting/mood, but I will say that some of the dirt and grunge looks great but I'm not as big on the staining around…