Ive always done a rough sculpt of the hair when doing the high poly. Then after creating the low poly ill use the hair sculpt as a reference for creating hair cards. Only reason to not do the hair cards during the high poly that i could think of is that you may find some discrepancies between the high poly head and the low…
Also, if you haven't UV'd optimally to maximise your texture resolution then you be using less than 50% of UV space and your texture will essentially be 1K. So for large surfaces you either need to break them into unique pieces, or use the tiling/decal technique @AtticusMars mentioned. Or depending on the asset in question…
No, you don't need uvs on the high poly. The sole purpose of the high poly is to rip the detail to the Normal map. You set up edge padding in your unwrap. You can specify it as a number if you autopack the shells or do it manually. It means having enough pixels between the shells so nothing bleeds across to adjacent shells…
Get vertex or pixel normal world space, get the component that you want (z is up) and use that as an alpha in a lerp to blend between the rock and snow texture. If you want to do this on the normal channel, you may need to recreate the pixel normal, by just transforming your normalmap into world space and then do the same…
Hey guys.Promise im still alive and working on this. Real life keeps happening and taking away from arts time. Here is my currents status. baked a few different maps, overlayed them in photoshop and tweaked blending modes to get a solid black and white diffuse. Then painted some ambient lighting. Hopefully the stone reads…
Really nice work! A few bright dots below her chin. Symmetry bleeding? The shine inside her nostril is bugging me a bit. Maybe make it higher roughness in there. Also seems like her facial skin could use more variation in glossiness. Tip of nose, eyelids, lips, should be shinier than cheek and chin I think? Loving the…
Cool stuff dude, its been fun watching the progress here. I think you might be better off with a simpler character design though, right now he's reading as more of the same in terms of the design language with the vehicle. I worry that he will blend right in when you pose him driving it and look like a part of the vehicle…
@aaronmwolford Thank you for the feedback man, I really appreciate it. I've been debating about the wood burn and I'm going to line it up more to the image you linked. Right now it just doesn't sell. I feel you on the leather matching up with the wood. I'm going to mess with the color and contrast it more against the wood.…
At the risk of putting words in his mouth, the part Bastien most doesn't want to maintain is compatibility workarounds for individual other applications' partially broken implementations. FBX pipeline works great with Unreal and Unity, and that's really all I need personally. You just have to remember to uncheck Apply…
Cool stuff so far! I'll be excited to see the progression! One small crit, though. For the shot of the game world, all of the pieces seem a little slapped together, and aren't working together as a unit. Mostly the colors is what I'm talking about, I guess. They don't seem to blend together with the same style or color…