you finally doing art work again !!! :) your doing a good job overlapping UVs, its good to see jr artists understand stuff like that. but it seems ur running into alot of other problems. one you dont need your flow of lines (geo) to go all the way to the bottom, theres no need to do that. Connect those lines from from the…
I'm going to have to say "no go." It seems too cumbersome. I'm setting up a system for other artists to use, once the toolset is up and running. Sounds like too many hoops to jump through. We have a couple basic requirements... First off, the masks have to be baked into vertex-weight values. Requirement of current hdwr.…
Hey dude, You are doing everything right except one thing. After everything is modeled and UV'd you need to go into 'Element' mode and select the pieces you want to have a different material on it, then you click 'Detach'. This will help you go over the UVW without it being interfered with the original mesh's UVs. From…
I realized the tutorial I was typing out was too long and detailed for something that is a senior project. These are the maps I would use for dirty glass (make sure to UV the glass and output it to photoshop first): 1) Diffuse - Base color of the glass + any dirt/dust 2) Specular - A greyscale version of the diffuse layer,…
Ah yes, you're right, there are various diffuse lighting passes but not a shadows-only pass. And I don't think the shadow catcher registers in the render passes on the moment. If you can tell me more about what you're trying to do I may be able to give better advice.
Well you could have multiple diffuse maps. Imagine you're doing a small town; the tiling wood texture could be used on this as well as sheds, buildings etc. Here's an example of what I mean: You could have it so all your wide panels use the bottom piece while all your thin panels use the top piece. It wouldn't be too…
I think voxel scanning could be a big thing as a foundation for major assets, as a quick way to make minor assets, and as a 3d approach to texturing. Instead of using a purely 2d texture I would expect that having some degree of accurate height information would be the norm (especially given the push toward tessellation,…
Actually the Blinn and Blinn Phong are the same thing. Blinn's method for specular highlights is an approximation of Phong's which is a mathematically accurate model for pure specular surfaces. Blinn's is faster to compute with slightly lower accuracy. Essentially you get a softer wider highlight for the same exponent.…
Thanks for all the comments guys. Been working on this mostly on the weekends - here is an update. I have most of the geometry completed though I would like to detail up a few areas when I get to more into texturing. Textures are pretty rough at the moment, just trying to get a feel for the materials and color palette. Any…
Right off the bat I'd say it's too noisy, too much red in there, the specular highlights are too sharp and the hair alphas doesn't blend into the skin. I know you're past that stage but the stomach should fold over the hips/legs, like love handles. I feel like the hair should be more brown instead of the reddish-tone. I…