Wow, thanks for the words of encouragement everyone. I'll try my best to live up to expectations. The only way I could think to show my sculpting process, other than making a video, is to show the general steps I take on a mesh. It's the same basic idea I've always been taught in drawing classes - start with the bigger…
In the metalness workflow, diffuse + specular = albedo map (which defines the color regardless of material type). The metalness map itself defines which areas are metallic and which areas are not (generally pure black or white values in the map). The last thing you said is pretty much correct. Pure metals reflect nearly…
My goal is to make a character that prioritizes expressiveness. I had an image in my head, and I gathered images that represent that. Essentially an old russian soldier. These are all photos, however I'm going for a stylized appearance, they're here so I know what clothes they worse and what features defined them. Here's…
Hello again Polycount! Project Summary: For this project I will be creating a sci fi weapon based on a concept to add to my portfolio. This project is intended to help improve my modeling, high poly modelling workflow and texturing skill. Special thanks to Blazej Kaczmarek (Blaizoid) for giving his consent to use his…
http://www.marmoset.co/toolbag/learn/pbr-practice An albedo map defines the color of diffused light. One of the biggest differences between an albedo map in a PBR system and a traditional diffuse map is the lack of directional light or ambient occlusion. Directional light will look incorrect in certain lighting conditions,…
Be BOLD. Don't be afraid to obliterate a form and just make it again, until you get it right. Basic shapes are pretty damn good, but it has none ofh is defining traits because none of the traits are defined. Focus on the planes of his face -- the distinct shape of his cheekbone/jawline comes from the actual structure ,not…
Some times ago I suddenly noticed how really good my assets and materials looked back at the time when it was simply Zbrush sculpt +vertex paint + a few subtle Photoshop touches . A workflow I abandoned around 2008. Zbrush forces you to make art decisions , to evaluate your every touch carefully . Super inconvenient micro…
srsly Your knowledge of anatomy in general seems pretty good, at least as far as general muscle placement and such goes, but he's got some odd proportional stuff going on. His arms and legs resemble the limbs of somebody who doesn't eat enough; there isn't enough muscle and fatty tissue in comparison to the rest of his…
Mirai did have soft selection, yes. You had to define its radius by selecting elements on the mesh and it was pretty fancy from what I remember. Surface- or volume-based depending on your choice, lockable too - I think. 3ds max gained these features over time. Maya had its soft selection tools revamped at some point, not…
I'd suggest asking the engineers who built your game engine. You'll usually get better outputs from people who know the specifics of your custom format. does he want the exported format or whats sitting in the gpu... ? which in most cases is a per material vertex buffer of a set stride and face index triplet buffer which…