This is an amazing rifle model man how hard I've tried to reach detail like this but never succeeded. Congratulations on that. Just the sheer amount of detail that's in this model makes my eyes bleed haha! I was also told that my edges were too sharp for baking normals. I'm sure you can fix it up though no problem. Good…
I'm not sure I understand what the question is, but I'm guessing it has something to do with the light-bleeding artefacts? In the StaticMesh properties (double-click a mesh or select it and press 'F4') there should be an option to set "Cast Shadows as two-sided" as true. Either that or it is a property in the Material…
I think the windows may be painted on, that would be the easiest way to only animate translation without anything poking through the windows the layer underneath. All the buildings look like simple animations of translate/scale with a little bounce. Alternatively, you could use blend shapes: one totally flattened (sans…
You need to be thinking more about the composition of your level. Currently your medium sized details do not overlap and there are a lot of hard separating lines in your level. The latest example is the easiest to see what I'm talking about. Each unique surface ends in a line with no overlap or blending of areas, Here's a…
Update: Tried translucency as a blend mode already with both my opacity map plugged into 'Opacity' and 'Opacity Mask' both neither are working. Having it in opacity mask with translucency set though does create a really poor blurred surface though. Not sure what's going on to be honest. Either way, still not getting the…
@megacorpse There's no such thing as "too fluffy", Maybe make it blend a bit more with the bellyneck, on the top. (see the paintover to understand) also this is totally my personal little princess girl preference but i prefer when horse have really nice long tail, is so pretty when they are groom. Also i took the liberty…
Hello, I am interested. Very familiar with hand painted textures. I use Maya, ZBrush and Photoshop. Hi res to low res. Maps. Retopology One week per character sounds good to me. I could create blend shapes for them. I love detail! Transferwise is OK. Please check my work: http://arantxaclaudio.com/
I really like the "corrupted", ill-looking yellowish skintone you got going on. I think it's cool he's kinda creepy. Personally, I think the color palette for the clothes/assets is becoming too generic now - and blends with the antlers. Maybe you can experiment with some complementary colors or add some more contrast into…
Most PBR engines actually handle this in a similar way as Toolbag. They generate probes at various locations in your world. Each probe is basically a small HDR cubemap of the surrounding environment, with mipmaps to simulate rough materials. You then blend between these to create the final look. Additionally screen space…
The boobs seem fine. What extra control were you after? The hair seems okay too. The fingers are probably the thing you should fix first. Maybe the bone placement is off. The elbows look they are loosing a little volume, maybe trying being a little more rigid and use less weight blending. Looks ready though. Is it all one…