heya never done legs bent quite that much in their neutral pose but i think typically you would want to go with the way you have #2 otherwise when you animate it your knee will collapse in on itself i n the thigh when straightened, also since you seem to be in maya, painting weights will be a huge pain. -Woog
Hey Jon, awesome video. Thanks for taking the time to make it. I enjoyed watching your approach to mixing colors for a solid neutral base. Very helpful for someone like myself who is interested in learning digital painting techniques. You had me laughing when you said, "just barf a bunch of blue down" hahah.
Hello i have tried so many times to remove patterns in textures but i cant find a good way ! make it look more neutral Highpass filter is useless so is there a way to remove patterns like this below (Posted an example) Here is one with lots of differences when it comes to light/dark and colours
There's the argument that communities could allow ai generated images from neural networks that trained on ethical data, but the problem still exists: such things are very few and far between, if at all. Any ai generated image will without a doubt have been generated from a neural network that trained on copyrighted data.…
Just replace the diffuse with a flat neutral color texture. Anyway your normals are definitely more pronounced in UE3 but I think that's because your lighting setup simply has darker shadows so if you reduce the indirect lighting in your CE3 scene you may be able to get similar results.
I really wish I had more critique, but its hard to do so without feeling like I'm overly nitpicking :P Not really sure you need the color lining it at all, perhaps a more neutral look as you mention may be best. Great work so far :) Flats?
When I export single channel curvature maps the midpoint grey value is 50% as a Grayscale document but converts to 149 as an RGB document. Is there a particular reason Knald exports as a Grayscale file? Could we get an option to export as RGB with the right neutral color? Or maybe I am missing something here?
hey, made a little paintover to help you with the proportions. for the pants use massive reference. first you need to know wich type of cloth you are trying to emulate. then find photo-reference, and for a "neutral" flow of folds reference from high-poly game characters, like the ones in the gow art dump.
That should work, for time node 2Pi is neutral value then right? So the desired angle would just be added as a scalar value in radians before that sine node. Thanks imbueFX, it's been quite some time since I was messing with that, but I totally missed the part to try and control it before sine node.
Overall, your previous texturing looked better. You texture now is too noisy and bright. A couple more things that will help is an Ambient Occlusion bake to add some nice soft shadows and metallic highlights to all edges. Also, your background color needs to be neutral. Being as bright as it is hurts the presentation.