MODO | Halftone
Material This video is a quick introduction to the Halftone Material
in MODO. The Halftone Material applies a user-defined pattern over the
diffuse color of a material, simulating the look of a low-fidelity image
printed in a newspaper or magazine.…
quick update on project. in maya with a simple directional light, shouldnt be the final quality as the textures are just diffuse at the moment so i could get a rough idea of what things would look like together etc all low poly, so far around 9 k altogether :)
Cant you just bake the diffuse from one to the other? I think thats what Eric is talking about. Basically use you're original mesh as the high and the optimized mesh as low and bake. Could just make an action to export out all the layers and bake that if you want.
You don't need to make it look worn, but everything has some form of grime, dust and dirt. The crevices of the concrete path are too dark, are you using black or near black in your diffuse texture? I like the image, but I think it needs detail and more believable materials.
I'm speechless looking at her face, it looks like a super clean nextgen all spec and sss shit... but it's a simple diffuse. Really beautiful. The geo is perfect, the hair don't look slapped on, they seems to collide with the face, even the protuding mouth work with the poly angle. You're really gifted.
zBrush Polypaint is limited to colors (mostly), while Substance Designer and Substance Painter paint full materials definition (multiple channels at once) which make your asset ready for rendering in any other applications. In modern renderer you need more than a height, normal or diffuse texture.
ROFL, I already am using normal maps and AO. Just my lowpoly isn't that low <_<" Left one is just Diffuse. Middle is Normal and AO. Right one is only Normal. EDIT: ADDED Noooooo. Don't do this to me Quixel dDO >_< " I have a proj to finish.
Wooowwww! That environmental lighting is so rocking it!! Tractor looks really fine, except I'm dubious about the amount of polys used to get that screen right. Why don't you just use a bump map for that? Even a good diffuse would cut down all those unnecessary lines.
Looking awesome Luke. Consider knocking the cavity/convexity maps back a ton though esp the convexity...at the moment all your materials have a chalky white highlight around them, I would use that more in the hardsurface spec than the diffuse mister and let the lighting carry the highlight.
I finished my night elf character. :) I am working on a re-imagined Shadowglen environment which is where this character will live. Diffuse only 8528 polys 2048 x 2048 map Rendered in marmoset See more images on my Artstation https://www.artstation.com/artwork/QqBqZ