Ok, guys. Here´s some new progress. I remade the face a bit, but you can´t see it on these screengrabs. I´ll upload some face details later, when I´ll be more satisfied with that. So here´s what I did: and a silhouette grab: The handcuffs are not positioned well on the uniform. Will take care of that... I´ll make the…
Hello, Im building a new PC. A friend of mine suggested some parts to buy. I told him my budget is 2000 - 2500 USD. However it is more expensive because of the currently overpricing. STRIX RTX 3080 OC i9 10900k Other parts: Mobo- ROG STRIX Z490-H PSU - 850W Corsair HX850 RAM - Gskill Trident Z RGB F4-3200c16D-32GTZRX I use…
Using the face scans is probably better done in your texturing application. If you want to use them in zbrush probably the best way would be to apply to the UV's as displacement, and then put that on a separate layer and convert to geometry. Make sure you understand how layers and morph targets work - it's a little…
Hi, thanks for your comment : ) This process and method wasn't mine, but i do learn a lot from it. It needs you to keep the composition simple and readable in the early stage, no need to define everything in the scene. Later duplicated your first image using darken or brighter blend mode to flourish your scene (of course…
Atm the moment, I typically unwrap the object like you have and paint in photoshop, switching between the two programs to see the texture update on the model. In terms of workflow I'll rough in some broad areas and the edges to understand how the UVs are reacting. From there it's just a matter of refining and tweaking. If…
I need to point out for those that believe the best way is to lock oneself away in a room until one is ready has been show by cognitive.scientists not the best way to learn: http://www.nytimes.com/2010/09/07/health/views/07mind.html?pagewanted=all&_r=0 As well as then on top limiting your mental growth by not getting…
Good stuff. Just a note about references from GTA V. They must be (like other massive open world games) using a rendering technique called "Virtual Texturing". This technique (implemented by rendering programmers) allows artists to stamp massive amount of layers/decals on a terrain. Normally its done in the game editor…
I think I missed a question related to the rocks. The rocks aren't custom baked assets they are static Geo with tiling textures. Specifically a four layer blend blending from three rock types and a witness drip layer. The game actually uses a normals modifier tool that was custom script for Maya allowing us to manipulate…
http://www.phoronix.com/scan.php?page=news_item&px=MTE5MTk An older news about it but apparently some insider have heard nVidias interest has gotten bigger about this case lately. ubuntu stands absolutely alone with Mir, all other distros will likely use Wayland, will be interesting to see however if nVidia will support…
While I can't be 100% certain how you created those rock textures, I can say that I've achieved similar results using the Glowing Edges filter on my normal map in Photoshop to get those edge highlights. One thing I found to be a problem using that method was that I'd get highlights in the crevices as well as the bits that…