Looks great! Look into PBR since you're dealing with a lot of metal in this project, you can definitely gain a lot from implementing roughness and metallicness (I'm assuming you're using Unreal 4 as you did with your medieval work). Seeing the hologram start up in real-time is mint. I'd definitely want to see a 'how to'…
Day 14: Finished basic PBR tutorials & articles from Polycount, amazing stuff. Finished Blender Guru's "Principal shader tutorial". To Do: Blender Guru's Mars scene, I need to learn basics of rocks and grass, later on trees as well. Note to myself: Substance Painter, looks amazing. So much stuff to learn. Focus is on…
Yeah I agree, although I understand that the whole point was to work on ZBrush skills so I can see why you want to Polypaint it too :/ But the quality of this is great enough to justify abandoning Polypaint I'd say, cos I really wanna see a top-notch version of this. Go full painterly-PBR and blow our socks off!
I'm talking about custom materials indeed. As in importing pbr scanned textures from other sources into ddo. I believe the issues I'm getting, things like artifacts/spikes caused by height displacement, are caused by the format of the imported files. If you could share what's the source file format ddo uses for its…
If you're using cavity to give the look of edge wear and dirt gathering in crevices it should be fine. Although in those cases you should probably use it as masks for those effects rather than just overlay it. Same with AO really. Use it as a mask, but don't multiply it on top of your albedo to give the look of self…
Fbx saves/opens quicker for GB sized files , keeps vertex normals i.e proper shading , keeps object instancing , keeps several UV channels , supports basic pbr materials much better than obj. But can't say something about Keyshot. Did once an impulsive buying of Zbrush version and uninstalled it long ago
Update - Had to change some textures to make them Pbr correct or the reflectance was bad and some objects keep absorbing light and looked dark. Direct from UE 4. Did some color grading in photoshop. Found out that PS also has some LUT's. Color grading is like a whole new world of its own
Hey folks, I started a new project based on Baldi Konijn's concept https://www.artstation.com/artwork/eOYX I'm planning to make it handpainted pbr. I picked this concept because of course, I like it's style, but I also like how sci fi and fantasy blend together with these aliens. I am currently working on the blockout.
I think people are a bit hesitant to throw out their prices just like that, thats what negotiations are for =P but, if you want good quality work I would argue youl at least pay a few hundred bucks. and again, so many variables are in play here. is it for mobile? lowpoly? handpainted? realistic? Rigged? PBR? last gen?
This is my first test with Marmoset Toolbag 2. I used this Chevy Chevelle model I did I think 4 years ago. It's pretty low poly (7771 tris) but had a high res model and 2048 textures. I did a quick job of making Glossiness and Metalness maps for MT2 as way to get accustomed to PBR: