Some times ago I suddenly noticed how really good my assets and materials looked back at the time when it was simply Zbrush sculpt +vertex paint + a few subtle Photoshop touches . A workflow I abandoned around 2008. Zbrush forces you to make art decisions , to evaluate your every touch carefully . Super inconvenient micro…
Essentially the albedo will only impact metals defined by the metalness texture. If the metal is blue-ish this reflection is influenced by the albedo, but only in color. However, the surrounding environment and lighting has the most influence on what is reflected of course. "Albedo is the base color input, commonly known…
You have to define what you mean by shading I already talk about values If you mean color and material definition : for color I personally like blue one and maybe black one[if you are not sure what color to pick use premade color pallet that already works ] For material definition maybe you can get better result if you use…
Hi! To sacboi's point, you might want to tighten up the mesh shading of the environment using hard edges. Since it's textured using a trim atlas which was baked to a flat plane, the normal map is not compensating for any gradients in mesh shading. I would note that the of the shading of the hero asset in Unreal appears to…
Hello, I think you are making a good start. I can see that you are challenging yourself with this piece that has several interesting forms. The overall shape of the body is working proportionally I think. The long finger spikes might cause someone to say the arms are feeling long but It looks to me that you've put some…
I'm a little confused about what you want.. Is it .. User defines n colors Colors are selected randomly but the chance of each colour being selected is affected by a user selected weight ?
Thanks everyone for the kind words and the great questions! Let’s dive in. Working in VR is truly like walking on a razor's edge. It’s a technical hell where every decision must be calculated ten steps ahead. Performance requirements (high resolution across two displays + high frame rates) leave no room for error, and you…
some nice progress in here! @ M4rt3: nice progress on the face, getting some good likeness to the concept, maybe try and define the cheek bones and jaw line a little more as its reading a little lumpy atm @ PyrZern: nice job on the character so far, I would make his legs read thinner as they do in the concept and try and…
Great job on the high poly. I always enjoy seeing motorcycles pop up. Couple thoughts: - I'm not sure about the scalloped shape of the tank near the base (lower strap area). I'd consider refining that edge, and possibly getting rid of the disc shape where the strap attaches. - The small lattice area on the very bottom of…
Hi @d1ver Thank you for your feedback. It is very constructive and I really appreciate that you've gone through the extra mile measuring my lighting values and matching it up with really useful examples. I'll definitely take your advise and try to adjust my scene and will keep that in mind for future project as well. In…