Well we try to not have AO in our Albedo's , they can however be applied in another way with another texture. Making sure the engine uses it right. I think most studios will try and work with PBR workflow these days, especially the ones going for realistic-looking games.
I like the way it came out, but for the first image, I would show off an isoline display of the high poly mesh (it looks too messy with every line showing) and use a perspective view rather than an orthographic one to show how it looks more realistically.
Mini update - Made zombie sticker more realistic by adding air bubbles - Added dirt to the stock going to add more dirt and grime) - Added more shotgun shells (will continue to texture them once TB2 is released - Adjusted various parts of the spec and gloss maps
Hi, my name is Giancarlo Arriola. I applied for the Character artist job for Vicarious Visions. I am very flexible in both realistic and stylized artforms and I am definitely willing to relocate. I sent an application, and I am hoping for a favorable reply. Thanks!
Photo-realistic hair is still pretty tricky for this generation (unless maybe you load ONLY a fancy hair sim into a console, with no other assets). Many of the other sorts of challenges are at least remarkably improved compared to last gen. Nothing looks like Holodeck yet, of course.
Too much cognitive explosion going on in my head, BagelHero! Everything is amazing here, but the commission you did for Brill just caught my eye for some reason. Definitely an inspiration that I can make my flat anthro models more realistic and defined. :) And subbed.
@Magihat Thankyou! I know what you mean about the width and things- originally I was trying to keep my proportions realistic but I think I'm gonna end up pushing them to be slightly more stylised and fit the concept better :) @Elithenia Thankyou! :D
most of those disabled shaders are enabled now. they simply were not tested enough previously to include in the vanilla package. I've been using them for years and have had no issues with them. Personally I'd avoid the standard material for realistic renders. It's out of date and really shows it.
Hey Herb, can you comment on the uproar about the "uncanny valley" look of the ingame character faces? These models look SO GOOD, they look absolutely perfect. But I feel like in the game they look slightly less realistic. Many gamers complained about that. Any thoughts?
Even the parts that don't need any metal texture? If this were a production model for, say, Pixar, then they'd use realistic metal materials, but they'd have to also texture some parts like the wood. Is your reason because Max's materials may not be compatible with other apps?