Incoming wall of text. ;) Interesting direction mate, there's a lot to digest here. I do think there's quite a bit of work that could be done to improve your character pretty dramatically, but it looks to be pretty late in the process to make any large changes and I'm only just now seeing this. Regardless I have a few…
Yup that's exaclty the idea, is the siede of the main motel. I have another concept that shows how it would be lit. I don't know what type of info u would add I would like to u to give me an example. I'll send the link if u want to see the full post.
Be careful with the wear if the scene is actually set in the 50s, as objects from the time period wouldn't be as worn as we see them today. Also be aware of manufacturing techniques of the time. For example, they didn't have laser etching and probably not those fonts on the name plate and lighter. But they did have photo…
I am modeling the Leuchtpistole 34 flare gun for my weapon art portfolio (https://www.artstation.com/alexanderlindberg) and I have now completed the low poly. I want feedback on it as I am not super well versed in low poly creation from high poly and any critique on it would be appreciated! Sidenote: Certain features of…
Hey people, with some help from the ZBrushCentral community (in particular Mark "TVeyes" that helped me with the most difficult code parts) I managed to perfect the code. In the previous version the WrapMode was not changed for the hardcoded Smooth and Masking brushes: in with this new version the Smooth and Masking…
you can stencil things - https://www.youtube.com/watch?v=PiQ_JLJKi0M but i tihnk you're already doing that I dont really understand what isn't working - is it that the pixelated version doesn't completely cover the un-pixelated version? if so can you show an example without the offset
Your problem is on modelling side. I see same huge shading gradients on your mesh too. And while normal map can theoretically counter-measure them in a perfectly "synced" workflow you would never get it looking perfectly right in actual game anyway . 8 bit normal map with compression just doesn't have enough precision for…
I’d look into simulating a single-sided simplified version of the clothing, then using that as a control for the more complicated & textured model. Many ways to transfer the animation, for example Skin Wrap in 3ds Max.