I downloaded this the other day and have been watching the tutorial videos, though I'm not finished yet. It's very useful stuff but either I somehow skipped a portion or the videos kind of jumped from a flat diffuse + ao on multiply right on to halfway finished diffuse and then started polishing it from there. wasn't a…
hmm does sound like a morph map... you can have a box, make a new layer, do stuff to the box there (deform etc) and then either play it as an animation (morphing between the 2 or more) or edit the original box and changes will be propaged through the other edited layers too... That looks pretty much like normal SubD Mop…
ancient system? athlon's/pentiums 1,6 - 3 ghz. my own ps5.5, which offers no smoothing, is much more responsive, even on far slower systems below the 800mhz mark. it was so bad that i sold off my then brand new photoshop cs and it seems cs2 has only made it worse. the question should maybe be if you only tested performance…
I am new to UE5.. Is there a good asset browser that can store meshes (with assigned materials) and materials for later use in othere scenes? I have found Connecter, wich looks very good. but 50 € a month..
If you're trying to work out what texel density you need you should base your calculation on the closest view distance for the texture/object. calculating the correct density for a given view distance is simple if you know the FOV and target resolution - I'm sure its googleable but bear in mind that some renderers will…
Blog #1 – Introduction: A New Chapter Begins My name is Muqaddas Aman (https://www.artstation.com/acceptedguy8) and welcome to the very first entry in my development blog series for Timeless Epoch, my final major project for the MA Games Art and Design. This project represents the culmination of everything I’ve learned so…
I have moved on to facial blend shapes, which i have found to be pretty quick and easy to do with the correct tools. By using a combination of ZBrush and it's GoZ feature to Maya, I was able to produce and export the initial 17 facial blend shapes with the click of a button! My process in ZBrush was to create a layer (for…
Looks like it's coming along man. I think you can finally call the high poly done for now. You'll see where any problem areas are once you bake it. I'm sure you'll get a clean bake, but if you don't you'll have to go back and adjust the high poly/low poly and rebake. My only suggestion if they don't cover it in the…
[vv]119776130[/vv] Woohoow! Finished our second year group project recently. ..Which means time for some breakdowns! I sculpted the character in Zbrush and retopologized it in 3DCoat. I prefer 3DCoat over every other piece of retopo software Ive tried. Its simple and does what it needs to do. No bullshit about not being…
The wrinkle maps are entirely engine dependent, you can do it in max by using a composite map and animating the opacity of each layer/wrinkle map. Each layer has its own blending options like Photoshop as well as a mask for each layer. Typically the opacity is wired to the same controller moving the morphs/bones around so…