okay this is a general overview of how i was up and modeling in maya in about a day or 2 in my freetime.. probably took about 5 to 6 hours total for me to be up and running. another note is i dont use much of the interface in any art package, i always learn the hotkeys or map them to my liking so the interface never gets…
For such a pretty "mid res" object it's definitely wouldn't be an issue to find distance after few tries. But since I often bake for lod02 and extremely low poly geo, sometimes grouped things into some kind of boxy shell with only silhouette having more or less enough vertexes that distance slider sometimes doesn't work.…
I never had to do such a thing in SPainter. Prefer other soft. That project to new geo never worked for me in SPainter . But if you managed to make it work for albedo my guess you can project anything too. Especially if it's hi-frequency details like pores. Hi pass off any macro /low freq gradients from a normal map (in…
@ggrazziano Thanks, I'm glad you liked it! I'm afraid my background as an artist with a painterly style is showing. Speaking of which, time to break out the secret weapon. It's been fun and a good practice to eyeball everything, but this project reached the delicate stage of finer structural adjustments. Any heavy-handed…
WIP 4a Previous feedback from WIP 3 * Satoshi Arakawa: "He feels a bit stylized atm. not sure that's what ur going for. I think you can push his anatomy a lot further. the brow and cheek shapes feel way too soft. ears feel too flat to the head. I think his head is too narrow, possibly the cranium is too narrow causing…
@Nadra_Nagy So as suspected, your lowpoly isn't quite matching up with your high poly. Your UV's look fine, could use some adjustments as well, and packed better to utilize the UV space much more. You also want to make sure you generate smoothing groups/hard edges based on your UV splits as mentioned (not sure if the…
Here's the process for the Robot Bird. I started out influensed by the standard stylized games you can imagine. The cleanliness of Overwatch and even Heroes of the Storm. I start in greyscale and move on to defining roughness and materials. I was pretty happy at this point but when I got into color it kind of fell apart:…
Really stellar environment, loving everything I see here, from lighting to the materials. The set dressing is really effective as well, congratulations! I really want to emphasize how much I'm really loving this lighting, I can feel the warmth and the cozy vibe of a small village. I like how you controlled how dark the…
I have exactly the same problem. And while there are two programs: 3d coat and Substance Painter at least that could paint /clone in multi channels at once in fact it wouldn't help you a lot since the texture captured from a piece of real matter will be looking repetitive like hell nevertheless, especially in its depth…
*Yawn* Another set of updates... Other then fixing a couple of things like my AO and...and SSS, I decided to take a look at Crysis1-2 and study their shaders. Also, amazingly enough I wasn't too far away from their stuff, neato! ==== Implanted a 'fuzzy' setup for the shader, to give a velvet/soft/peach look to my models.…