Hello everyone, welcome to the Bi-Weekly Substance Challenge. How it works * Every 2 weeks a new reference will be shared to be recreated, you are also encouraged to find your own reference, as long as it still fits the topic for that bi-weekly substance, for example if we share a mud reference, you can gather you own mud…
i think any major 3d package would do. Being free, blender seems like the best recommendation. The place for you to start might be to learn how to make a basic rig for this cylinder shaped mannequin. You only need 101 level knowledge for modeling and rigging to accomplish this. But that can still be a few weeks or months…
Wow, 2015 thread. Is that a record?Everybody probably knows by now, but in case you didn't: 3ds Max/Zbrush: Proboolean + Dynamesh hardsurface workflow tutorial
Hey guys, I was researching about texel density for a personal project in UE4 and I though that might be interesting and useful to open a discussion about it here and share the information I gathered so far. Hopefully through the discussion we can create a sort of reference thread/wiki page about this topic here on…
Hi everyone, I think i managed to solve it. Apparently, I needed to "Warm Up" the renders. I'm rendering still frames and the first frame usually has artifacting issues. I solved my issue by rendering 8 frames and then choosing the last one. The artifacting would have disappeared by then. I think this page is relevant.…
@Carvuliero I followed along with Speedchar's "Proportions and shapes of the human head in one hour" video. I combined the tutorial with reference images of Christopher Reeves, which is probably why he looks like Superman. Thank you for the feedback! I'll do my best to apply it in my next head sculpt. Did you highlight the…
Hi guys, I'm trying to make my first trimsheet texture using a plane as low poly in Maya who will be baked in substance painter. I saw multiples tutorials on the subject but every times, they make a different plane size. So, I don't know wich size that plane must be for a 2k texture for exemple. And how do you know the…
Instanced static mesh just did not exist in older versions of the engine. It wasn't properly supported by hardware before DirectX 11. Even after implementation in DirectX some hardware still didn't support it. Many tutorials aren't a realistic representation of a actual game workflow. They show some of the techniques but…
Definitely echo that sentiment. But to the original question, often the values are tinted different hues when brightening or darkening, depending on whether it was done in 3d using lighting with different colored lights, or in 2D using paint with warm/cool colors. Some examples, with…