trees would be most awsome..... could pick a reference tree, game type(makes a big difference to how they should be constructed), specs and see all the different ways of making it samples
+1 for 3DCoat. Faster, needs lower specs and a better keyboard shortcuts than Topogun. Also does pretty good unwrapping. I like Zremesh then take it to 3DCoat to tidy up.
It looks amazing... funny how much they seem to be becoming like Apple. The video doesn't mention specs/pricing, but I'd love to have one. I'm sure it's ridiculously expensive though
Hey Fellas, Thanks for all the crits. I'll be making new spec maps soon, just wanted to post some diffuse work inside UDK. Lighting is still basically default
Added SSS and spec maps to the skin. The lighting is a bit bright and maybe the reds are a bit too strong. Going to start working on the weapon now and thinking of a basic pose for the final render.
then it is unlikely to be fit in a niche mil-spec =) Konras said: hmm I have not used for references, because I have sought to ensure that the work looked easy, no complicated parts to represent...
Hey, any tips of how not to do things ? Some of us might be able to learn something. And great characters those are !! I'd also like to know the character's spec and budget, if it's not confidential.
hey this guy is awesome! I'd suggest doing a pass on roughness/spec throughout the model. unfortunately at the minute he's feeling quite flat because everything seems to have a similar value
thx for replys, guys! Mop, that was based only on that picture and some text description (that body will go for some spec ops variations, so i'll add those bags there) thanks for attention)
i think the lens is the least of the problems, but it really depends on the shader you use, just up the gloss and the spec there and make a reflection mask there or use the glossmap as a reflection mask with a nice cubemap :)