1. The characters in Twilight Princess are from around 3,000 - 7,000 tris - Link is around 7,000. Boss's would probably be more. Games like SSBB would use quite a lot more polys for characters. 2. For Wii its diffuse, Spec and some standard bump maps. Normal maps arnt really used on Wii.The characters use a few 256x256…
I'm actually planning on writing up my recent experience with the job hunt in an article. Over the last 3 months I was in contact with and did art tests for about 5 companies. I ended up having 3 onsite interviews and went with the best choice for myself. Each company had a totaly different test with different specs. Some…
So... "map" is short for "bitmap" or "texture". Your model is using a diffuse texture. There are a number of different texture maps game models can use. What textures are used is entirely dependent on your viewer's or engine's render pipeline or shader network. Like artistic technique, the technical side of game art…
How do I get extreme realism? I scuplted this in zbrush, also fine scuplted the surfaces... then baked them onto low poly retopo model in substance paitner. imported to blender and then aplied the basic textures like normal, diffuse and spec idk if it was spec I think so...or glossines I don't remember.Occlusion map maybe…
I'm sure this is something many of us have found themselves wanting at one point or another, so I thought: let's think about this together. I'm talking about being able to use the clone-brush on all of your different textures at once, so normal, spec, diffuse... This is something I've been thinking about for a long time…
Hey guys, I'm trying to get as much detail out of Marmoset as I can for a blanket I'm working on. Does anyone know of any tuts or better workflow for achieving a soft 'feeling' blanket in Marmoset? This isn't for a game, but I do need the blanket to be rendered out in Marmoset. Thanks in advance. Here is my workflow and…
Hello. I have a question regarding the Quixel Export Target settings. I`m not entirely sure I understand what they do My render target is Marmoset 3, and I am using a Spec/Gloss workflow with the GGX reflection model. Either the "Toolbag 2" setting or "Specular PBR (GGX)" will output Albedo/Spec/Gloss/Normal textures,…
Hello, Polycount! Being a long time lurker, I gotta post my stuff someday, so here it is. I've been working on this tank model for quite some time, mostly to study nextgen techniques, and I did learned a lot (stuff like "triangulate before you bake" and "sub-optimal poly distibution"). I think I've been looking at this…
The idea is to get that spec reflection on a long rectangular space on the Unity side as opposed to only having the standard sphere radius. There are areas of interest in the “corner” regions of the environment (essentially a long rectangular room) that look quite flat without the specular breakup the more center regions…
Yes.. basecolor is masked into the specular channel by the metallic map and the albedo is made black - the colour values in the base colour map for metals are analogous to IOR The maths work out fine ( in spec/gloss you should have a black albedo for metals) but you tend to have more issues with texture resolution and…