Thanks for your reply mate, I found out that the issue comes from during grabdoc in ZBrush, I should first Fit the whole object into the screen without any additional borders and then export it!
Roger that guys; I pushed the texture to be brighter and I'll reduce the clouds and vary up the high lights. I'm working on modeling the tower that everythings going to fit on at the moment, screen shots later tonight.
Here is the screen from Substance Designer showing contrast roughness making a halo with metallic PBR and nothing is metall at all. Have no idea radiancef0rge how you get rid of it. Some special shader?
I see a lot of warm light on the bottom of the cliffs. It looks great and compliments the skylight perfectly but I'm kind of bothered by the lack of a light source, such as a campfire? Maybe it just isn't shown in any of the screens?
@Metroplex_art Hey man, thanks. Real texturing maybe later, but for now i finished rendering the high poly in keyshot, here are some screens. More on my artstation. https://www.artstation.com/artwork/2eYkK
Thanks Zac. But what are those values in the screen grab that I posted? both sRGB and Linear has values. Also how does this applies in photoshop/texturing, or is this one of those that you should know.
Thanks for the answer, no I don't get any pain when I draw on paper or on a screen like the iPad pro or another display. I also don't get any pain with the mouse either.
Easiest one to comment on is is technical merit. With our ADD/Screen Addicted generation, it has to be something that makes an immediate visually memorable impact within 1 second. Subtlety doesn't work well with gamers.
But nothing to show? :( It's kind of frowned upon to post a thread with nothing to show...it doesn't bother me, but it does others...also that's a screen of Assassins Creed 1, not 2...so which one are you doing?
are you kidding? I'm planning on hooking up my playstation 6 to the theatre screen and busting some skulls in god of war 14 so I can see all the 32 k glory!