https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-79763ED5-E7BD-408B-937B-92743EDDF57A-htm.html#WS17956D7ADBC6E7365144B89E117AE334916-7FE0 https://www.youtube.com/watch?v=qGJ7DcB-Rh0 Anyone know any opensource tool that can do this? I have looked up and down for a…
Hey guys and gals, I'm wanting to start on my portfolio for environment/ prop/ level design. I can see what I want in my head... but I'm trying to figure out if this style has a name to it. I'd like to do some follow along with tutorials in Maya, substance etc. ... but I just don't know what to type in! Okay, so there are…
cheaply like runtime cheap or cheaply manpower? fast on the cpu or a quick turnaround time? There's no bible to this stuff because you need to define the edges for youself, the basic premise is For paint: you'll want your shaders to have a base colour, then you apply dirt maps to that to make it look like a standard…
Cool stuff Rooster, 256 textures are fun I think MikeF is right about the arms, the shoulder positioning does look slightly odd to me, also the pose you modelled the arms in is a fairly unusual one, so that might have something to do with it. Not a huge problem though, nobody would really notice if you rigged and posed…
Hi! Congrats on finishing the project :+1: Presentation-wise, I think currently the lighting doesn't help to sculpt the model's features. Perhaps start with a 3 point lighting setup. When choosing the background, I'd be careful with contrast and think about how it affects the character lighting. I think white background…
k this is definately a good idea by the polycount boards i'd gone into 'hiding' of sorts due to my over-critical self not letting me be confident enough to show anything, though i have been arting... sort of. and learning C++ [rant rant rant bla bla bla] anyway: art! so far, i'm just still trying to get back into the…
It looks decent all in all One thing I can immediately spot is that you do not really paint ambient occlusion at important spots, (like where your characters meet the ground and other details) Its technically no shadow, its light that is missing rays because the place is hard to reach, so they appear darker. Look that up…
"Sub-d models in undivided state are still having lots of redundant loops you would have to get rid on next LOD" Tell me you are a maya user without telling me. A lot if times if stuff is built with modifiers its just removing said modifiers to kill support loops. Making LODs on meshes with a quadlike structure is usually…
Heya man, this is a really interesting project you've got here! I'm definitely a fan of the original concept & rework done by @kohyunu so I'm looking forward to seeing how you fully translate her when finished. I think you could probably use some help in getting to the finish line so strap in - this is gonna be a longer…
I think you may have misunderstood what your programmers told you. Gloss/roughness maps do define the microsurface of the material, this is correct, they even theoretically do a similar job to the normal map in that they define qualities of the surface. However, they do not need to be "processed" or even packed with the…