Update 7.11.19 For the last week I worked on a couple of things: - Resurrected the whole project, which was abandoned since the Artstation Challenge. - Worked on materials and UV. - Tried to make it possible to work on this project on 2 different PCs seamlessly. Trim Sheet for temple fundament was sculpted in ZBrush, baked…
@jakemoyo - Haha, thanks. What you said was so funny. Anyways, lets get serious... The green parts I'm not proud of, its actually very hard to tackle right using procedural methods, at least for me currently. Its hard to control properly. I want it to match the concept more. For example, I have problems with matching the…
If you guys want to play with VXGI without having to build your own exes, just download Toolbag. I'm not sure what nVidia's latest version has or how widely it differs from what we're doing, but it will give you a good idea of how the general concept works. Generally speaking, VXGI can look pretty good in small scenes, as…
There are a lot of contributing factors in the difference between what you see in game vs. someone's portfolio which people have already mentioned but another huge factor that is often out of the hands of the artist is optimization. Typically a game in development is 100s of gigs of data, thousands and thousands of assets,…
I'd try Noisemaker, honestly, but I've never really had an issue with a clothing piece above 3mil using alphas (That said I just looked over at my other screen and the cloth subtools average about 5-8mil points. So... If your computer can handle that just going higher is a decent solution). If it's small pixelation in…
Ok first off, scrap that website. Use Polycount's great folio guide/wiki: http://wiki.polycount.com/wiki/Portfolio I personally would suggest using ArtStation from here forward. Regarding your work, it looks like your modeling skills are headed towards the right place. I will be 100% honest, none of your work is AAA…
Marmoset Toolbag 2 setup Go to - Capture - Settings (Ctrl+P) and check file format is PNG and checkbox Transparency is on. Frame rate 25 (or whatever you like), I prefer to set Duration on 2 or 3. Be sure to set Clockwise settings, it establishes the dependence of the animation frame rate and duration. If you have set…
I am not aware of any engines that use the metalness workflow but don't claim to have physically based shaders, but that in itself doesn't mean much. Again, its not mutually exclusive. However, you do not need a metalness input to have physically based shaders, its simply not a requirement. If you take the time to…
@ultimateSpleen @somedoggy :D thanks a lot for be here, you are just amazing. And the comments are really apreciate is awesome know Im transmiting some feelings with my art, enjoy this update :3 Fancy Pancakes - Art Spotlight Well this take some time to finish and it start like a simple "I just want 2 pancakes over a…
There's not too much to comment on to be honest. You just gave us a screenshot of what looks like half of a character lol. Anyway, I'm no character artist but there are a few problems that stand out immediately. For starters, there is very minimal muscle definition. Werewolves are supposed to be strong, fierce, vicious…