Doesn't UE4 only support metalness maps.. the specular maps are just an artistic tweak to control the sharpness of the reflections.. whereas in toolbag they are what define a metal and the color of the metal.. UE4 takes that info from the albedo for all the areas that are masked as white in the metalness map and…
ajr21764 + limesimme - the reason ive have the topology like i do is to help the silhouette and help define the creases and wrinkles, if i change it to a more even distribution like pictured wouldnt that loose the definition ? almighty_gir - yes i know im just over killing it a bit to start off with so i can get everything…
@EarthQuake Thank you for replying; I did not know the math that was behind that. However, shouldn't that be applying only to the vertices being painted? As you can see from my Maya screenshot, painting one small portion of the mesh black (value 0 I assume) automatically tints everything that doesn't have a defined vertex…
@PyrZen: I have had that problem a couple times. Have you tried using local symmetry instead? @Abidus: Try using z-remesher to a lower polygon count; it looks lumpy and a hard to sculpt on right now. @atomicguppy: I think the borders defining the lips are way too sharp and the nose too straight in the side profile. Started…
hey there! looking pretty good! I think its lacking a lot of primary shading though. you would really benefit from adding a few gradients from top to bottom over the whole prop, and ad some overall AO shading. EDIT: When looking at your sketchfabs I realized turning it back to "shaded" mode makes your stuff looks a lot…
Yep. I'm following Ryan Kingslien's method at Zbrushworkshops where he just uses a sphere and starts with big masses of clay after a few subdivisions from the get go. I think it helped get the rough forms in but now I need to finesse them at lower levels to really define them and understand them better. So at this point am…
You need to use a shader that supports it. The spec gloss one does but you'll need different outputs from the metal rough Shader. You can hack it into the metal rough Shader by defining the area as metal and putting the desired specular colour I to the basecolor channel. It's worth mentioning that you can have the outputs…
Why waste all those edge loops that don't define any silhouette on the roof and then skimp on the archway polygons? That's not a logical choice, its the arches that traditionally betray an environment asset, they are the form that should be prioritized. I see this a lot. Spend polys on arches and spheres, ignore the OCD…
Another update. Got the deadline for this particular course tomorrow and unfortunetly I won't be able to finish everything before that. Therefore I have decided not to rush the texture and instead take it as far as I can until tomorrow and then return to it later and continue to work on it. For now, I have tried to defined…
You've made some nice progress, its starting to take shape. -The first thing that i noticed was that glow coming from the buildings, its too well defined, too round and uniform. -The stairs in my opinion are too bloby compared to the ref image. -The statue would benefit from some rim lighting, specially because the moon is…