@musashidan Okay, that's something I've never heard of as a workflow. Gotta ping you someday when I come up with a character project soon to see how it works in practice. :D I've always just used separate materials on a single UV channel and that's it, so this is completely new to me. @bitinn I'm not sure what you're…
Full time freelancer for the past 2 years. Most client request for me to give them a ''fixed rate'' for a character. I Use my daily rate X the time I'm expecting for the character to take. It can be good to add a little bit of padding if you expect a decent pass of correction. I usually let the clients know that this cover…
I always model lod02 first and bake normal map for it . Then I do projected vertex normals so lod01 works same way dx11 automatic tessellation and displacement does. Any extra vertex in lod01 gets its vertex normal interpolated and only visual position of vertex is changing, not shading. That way it still perfectly matches…
I've usually talked texel densities in terms of 4 meter chunks, and I usually work with 3dsmax generic units as cm's. So I'd be looking at 512/400, 256/400 and 128/400 usually.
Use what? Sorry I am not sure I get it . I usually use curvature and world normals for mask generation . They are not represented in the layer stack usually. You mean I have to make a special "curvature" channel and use sbsars to modify it with each new layer ?
Does anyone know why basically any base color/albedo gude says asphalts including old/worn ones base color should be darker than any random grass/ foliage albedo and yet I see it every day that a grass is usually darker through a day until late afternoon at least toward the sun only where we se lots of grass translucency/…
When you say light the scene you mean "sky" light or "environment" light, right? Because HDRI taken from photos usually doesn't have enough light intensity in what supposed to be sun area there. It could if you render background in a 3d soft but usually don't. So you still have to setup sun light source and environment…
Thank you! Your texturing looks great too—the material definition feels really realistic. If I had to nitpick, I do have a couple of small suggestions: * Edge wear at bottom looks a bit too uniform. You might try adding some larger scratches, like in the reference, to break up that subtle straight-line pattern. * The…
you'll also probably want to divide it down into sections for what you're looking for depending on your budget. IE whereas there are a few artists who can do both environments and characters, they're usually better at one or the other. Concept artists themselves can either paint or draw everything out by hand, use an…
for anyone who doesnt really now about the local Vancouver siggraph events, Ill give quicky breakdown: tickets are usually 15-20 bucks, or usually only 10 bucks if you have a membership. the membership is 35 bucks for a year so if you go to a lot you will save a shitload of money. the seminars themselves are usually 1-2…