Have you tried an AI upscaler yet? This sounds like the perfect method since your graphics already exists but are just a bit too small. It might add the detail that you need without the need to redo the graphics from scratch. There are online services that allows you image upscaling. Also free ones. It must not be Topaz…
Development diary week 8 This week has actually been a busy one but I am happy to say that I am back on track. After a hour or so of work, I was able to recreate the diffuse map of my throne and complete it in its entirety. Next I turned my attention to the other components of the throne and using the same process used to…
Well. it's a common misconception, really . It's how you imagine it in your younger years selling your best works thinking you can always do better. I recall a professor in art school told us what we do now and few years ahead may well be the best we would ever do and I thought no way. Now I find myself asking chat GPT how…
I do 95% of my texturing in zbrush PP. I tend to clean it up and composite in Photoshop. When I am doing one of my attempts at photoreal portraits, for example, I tend to have several duplicate heads in the same ztool. I will paint something like mascara as total black on total white. Then bring that in as a mask into…
Hey guys i am having trouble getting a nice clean AO map i tried Racer445 method on the video of the AK, i have tried some of the methods that Laurens Corijen but they still give me really bad looking AO some places where its meant to be light they are dark (i always explode my model before baking anything) but when i…
Hi guy's, I am currently trying to get my zbrush polypaint from a 3d stone wall as a diffuse texture so i can use it on a modular game asset. My problem is that the only way to get the polypaint from the painted stone wall required uv and it is a 4 millions subtool, i know i could goz and reduce the face count and back in…
Yes it is always better to split off your alpha stuff if it is only a small % of the asset that needs alpha, the reason is simple, a 1024x1024 texture with 24 bit(standard) is 1/4 the size of the original texture, and a 1024x1024 32 bit(with alpha) is only 1/2 the size when compressed. So you're doubling the amount of…
This has been mentioned by almost everyone in the thread so far. Certainly absolutely 100% not something I would agree with. If you're going to use a unique texture anyway, don't waste your time messing about with diffuse controlled specular. The relationships between diffuse and proper specular are extremely important, so…
Cheers for the comments guys. BeserK - You are right about the doors, I based my scales off the character meshes and didnt test it until relatively late in the process. They are about forehead height at the moment which annoyed me at first. It IS gonna be portfolio so I will not punish myself but it was quite a shock at…
yeah you have lighting information on the diffuse which 99% of the time is a big no-no, the last percent being the ambocc and the selfillum stuff, all your lighting info is carried ingame by your normalmap and specular, no need to paint highlights on the diffuse, avoid too saturated colors aswell on that since that too…