Finished working on a model based on a concept by Artem Mykhailov. Ended up having to apply the decals manually in photoshop on the texture maps after some complications with the Zbrush export. I'm also hoping the 3D workspace gets an expansion in Photoshop at some point, would be handy if you could export multi-mesh FBX…
At this point in time it seems kinda weird to talk about "next-gen assets". We're close enough to the PS5/XBoxWhatever that "next-gen" clearly refers to them, but it's not yet common knowledge what the specifications for assets for those consoles will be. PBR has been standard for the better part of a decade, calling it…
Your dripping yellow paint, is that supposed to literally be dripping paint? Or a cool decal? There really isn't strong separation of material if its literally supposed to be paint. You would want that change between metal and paint to have some thickness, via normal map...and then really sell the light response with that…
Show an example of what are you trying to achieve exactly. But in general, large assets shouldn't be using unique texture because of the resolution limitations. Wrapping even a 4k texture on a 10m asset will never look high res. You could either split the mesh up into multiple materials, or consider tiling materials with…
Bones can be much lighter, unless you do something ridiculous like give each vert it's own bone. The kinds of skinning techniques shown in the video have been an active area of academic research for over a decade now. There is a lot of published work out there for anyone who would like to develop similar tools.
Digging more understood texturing from photo is becoming a commodity, with free tools available such as Materialize, ModLab and also low cost one. So I suppose I can use these to prepare my custom texture and next use Mixer to enrich it with all the layers, controls and Megascan materials and decals database to pick up…
Hey guys, thanks for the awesome response! We've been overwhelmed with great applications and are still going through each submission. I'm closing recruitment on the positions listed above, but I'm still sorting through each application. If you have applied via e-mail, you will definitely receive a response, albeit a bit…
For the front part I was thinking to save some tricount on the gears by adding a gear picture decal behind them in the flat surface. Will see if it is believable. There are some pieces that will be sculpted like the main tank the handles and the storage boxes on the top side but I keep these for the end! thnx alot for…
Hey @slosh sorry for the big delay, and thank you for your feedback. About the forehead I tend to agree with you but if we take a look at the classic style of dragon ball they tend to have exaggerated foreheads in general. Take a look at my ref plate, I'm sticking more with the first one from the left. Cheers.
@Jhill8 and Darkleopard: Thanks! @fearian: Yeah I think I'm going to go down that route (plus saves time and texturing space). Definitely going to add a truck and bring a more cyberpunk/futuristic look to the top city. Also need to sculpt some cracks and stuff for the road to use as decals to bring some stuff into the…