Short(ish) playthrough of our first greybox pass submitted for today: https://www.youtube.com/watch?v=RU3M_fI2S5c The movement blueprint for the cat as well as the lighting for the scene are very much still a WIP - the cat placeholder we're using is currently substituted into the default Unreal third-person character BP…
Heya Would love some more crit on a wip bust (i posted this a while ago), and instead of bumping the old thread i thought i'd share how i try to polypaint realistic (i hope) skin textures from scratch. Realistic skin is a bit of a mindfuck, and i want to share a bit of my research - just dont hate me too much, my anatomy…
The color of your model changes because the model lacks polypaint data, or you have polypaint disabled. The default color that most matcaps work with is white, so have that color selected if your polypaint data is off/nonexistent. Symmetry is per SubTool. Switching to a different SubTool will require symmetry to be toggled…
Hey everyone, 2.1 update is available, it includes CS6 version https://www.youtube.com/watch?v=OWgQhwElvbU and some new fetures https://www.youtube.com/watch?v=RvzMc6EjV-E Full list of changes: - CS6 version - New warp mode — Autowarp: use Warp with 2 visible Persp layers and no paths - Fix path now works with multiple…
A big challenge if been running into through this is just how to make the floor more interesting. I spent a lot of time on the roof (players don't look up, lol) but not really enough populating the ground. That's been my focus these last few weeks and I've gotta say these candles really help it come to life in my opinion.
First things first: The progress you made is clearly visible! Congratulations for that! Regarding how to continue.. I would actually retopo here at this point in your case to make it one single mesh (head, torso, limbs) and use that as your base for the sculpt. My approach at this is that I try to keep the typical edge…
Sorry Perna, not a very good writer :( With radiance's latest post I think I have a concise breakdown now. @radiancef0rge That's what I'm saying. In the original implementation the metalness workflow is a 2 or more BRDF layered material setup. It lerps between a metal BRDF and a dielectric BRDF artists define, after both…
Hey everyone, I was asked by Cubebrush recently to create a breakdown for this character to be hosted on their blog. I am mirroring the content here, as I feel it might be beneficial to folks who find it on Polycount. :) Approach I begin personal work by asking myself a few important questions which will help inform my…
Hi, I often came across this problem while doing diffuse + specular: how to keep both maps synchronized, after I made changes in one of them. This wasn't a great problem though, because most of the time I was OK with using Adjustment Layers (with simple masks) over a copy of diffuse group to get specular group. Now, in PBR…
When I load my graph in Player it always saves the PNG with an alpha channel. But I'd prefer a 24bit PNG with only RGB channels. Is there a way to force the graph to omit the alpha channel?