Finally got back to 3d modeling again lately. While looking at this old artwork I finally decided to apply some of the feedback I got from you guys mainly the proportions. Didnt redo the armor as that would take a lot of time what with baking and texturing and stuff. I instead reworked the face, old face was quite bad…
Yes the direct lighting should remove the AO, however the AO debug view does not take that into account, so it does still happen unless you manually put the AO into the diffuse The HDRP Micro shadows expect correct AO Maps and will heavily overdo the shadowing if the AO maps are overdone by default. Nr 2 looks the most…
You're on your way; if you want professional advice.....I'd encourage you to just stay in prop creation zone. Don't take on full environments just yet. I'd challenge yourself to make a messy room (see image). Start with a lot of small props; yet aimed at eventually dropping them into an environment. For now focus on a…
Correct me if I am wrong but the main idea that he is showing is this: 1. Instead of laying down your brick/tile pattern on the "destructive" 2.5 canvas you export them using a lower subdiv level to a 3D program where you can use the grid to lay down your patterns. 2. Export back into Zbrush and turn the subdiv. on and do…
I guess as harsh as comments can be just for the sake you can still learn from them. Be open and take whatever you want from them. That's what polycount is about. Anyways..... my feedback to you. it seems you know the basics of 3D and your aim is more visual 3 media... but you still gots lot to learn on how to set up a…
In 3ds Max when you have multiple components selected the pivot options become really dynamic, allowing you to move from the center of the selection or individual component pivots when mousing over them, i.e. a multi vert selection can be moved based on the pivot of a single vert in the selection. I realize Maya has the…
Here is a short explanation on what I need it all to do: Let us start with the Light blue drawings: This area, is suposed to hold the ligament (Orange parts) in place, so if I move the femur bone (theigh bone) it - as seen with the dark and lights green drawings stays in place where the light bue lines are, but the rest…
1. Blending the materials using vertex color or other parameters is faster in terms of iteration compared to baking unique textures. 2. You have to reuse as much materials and textures as you can in open-world games. Otherwise, you'll hit your performance budget a lot quicker. The workflow above allows the artists to use…
I believe so, it bakes down its node-graph at runtime. It is lickly heavily tied into the material instance system of unreal, and bakes down the textures and creates a new material instance for every varration you mode from one network. Be too expensive otherwise, since large networks in substance dseginer take upwards of…
EQ I'm stuck, I merged in that detail as you suggested but when I bake it the triangulation there is giving me some ugly artifacts. What is the secret to getting rid of these. I've found anywhere on the low poly model that the normals look ugly it will create these artifacts in the normal map? Makes it pretty much…