Sorry, the file has been lost hhhhh The production process is roughly to use cylinders in ZB to build a basic human body proportion shape Then brush the general muscle structure Place the POSS and then refine the muscle structure. Then because it is a stylized model So the details of the model are erased Render in BLENDER…
In terms of stability both film and games are in a reeeeeaaaally scary place right now and competitiveness is through the roof and then some. If you're in a position of stability right now then it might be worth it to think about focusing on where you'd like to land a few years down the road and take this time to build a…
1. A script that converts a texture file node to a .psd node. 2. A script that randomizes selected uv shells position constrained to u or v and with a min/max distance range.
Hey Man, Thanks for the clarification. I totally understand your point and am on your side as well! :D Sorry if my post was misleading. I read your descriptions to the shader and knew that it was not fully PBR, but I was also just curious to know what you have planned and why you made certain decisions. I think that you…
Here goes: Below is a material setup that uses the terrain normals with masks. Make sure to experiment with this as it can form the bases for your landscape material and you can just change the Constant3Vectos with textures for a start: The colours will represent your basic texture placements. My terrain starts high and…
Use your buffer visualization mode to check specular/roughness differences, check it under different lighting conditions (ie: when the sun is behind the grass, does it get darker than the landscape?). This is sort of to be expected, though; grass cards are generally perpendicular to the landscape so they will receive light…