thanks ... what is arma 2? Anyway , I wante to first get a decent tod realistic couse everytime I change it it changes the way also my textures look so it is sort of useless to define a tone in my textures if the tod can dramatically change them ... as for the rotten and decayed stuff I am right now working on a set of…
A lot of what you have just seems to be detail to try and cover up something. The best clothing shows what's underneath it via pretty well defined landmarks. Does the face under this have cheekbones? Another thing is, do you know what materials the fabrics are? What is the fabric covering his face? If it was say, a…
thanks guys, it's great seeing these old names again. the images showcased here are viewport renders using diffuse in full bright and doctored in Photoshop. our character models use basic diffuse, specular, and glow maps. the engine does support normal maps but are used sparingly, mostly for particle fx. our hero armors…
In regards to Pixar, I think you'd need to have a much more defined eye-shape to pull off the no-eyelashes look. They go for a clean, highly stylized look, and their eyeshapes have pretty sharp and defined angles and plane changes, your eyes in this are a little... soft-oval-ish. It's not terrible by any means, but I think…
Smoothness in unity = gloss/roughness (how rough or smooth the surface is) in other engines. This shouldn't have anything to do with metalness or specular maps, which define reflectivity (how much light a surface reflects), but I'm not a unity export 0 metalness would mean the material is an insulator, its not made of…
If your career-defining project forces you to work 80hr+ weeks, then you're defining your career as 80hr+ weeks. Fuck that. I'd rather have shorter hours at a no-name studio doing Facebook games than 80 hour work weeks at a big name studio. I have a life, it's precious to me, and you'd better give me a goddamn good reason…
@rollin: Yep, I'll add a "disable/freeze viewport" button. @ErichWK: You'll be able to define which meshes you want to use for baking. For example, when you press the "Render" button a dialog will appear. Then, you select which lowpoly meshes wanna use and the same for the highpoly meshes. For the AO a cast shadows/receive…
Hey there, welcome to the forums! Looks like I'm the first to respond here. Anyway, nice sculpt you got going there, the arm muscles are well defined and correct. I think the sartorius and the rectus femoris could be a bit more defined (perhaps pushed in a bit more and set at an inner angle). A cleave in running down the…
Hello! I don't have harsh words but hopefully I have useful a critique. You're showing an ortho view of the sculpt. Did you also sculpt in ortho? This can be very challenging and look wrong once you switch to the target focal length in perspective. When working from references look up "focal length portrait" to get a sense…
Hey guys. So I've been struggling a lot with the PBR workflow and I simply cannot get results like Marmoset. I have a few questions: 1. Apparently Specular isn't what it seems in UE4 and shouldn't be touched... so how would I define the reflectivity? - I read it's meant to be defined in roughness/glossy but that confused…