Job Description & Environment As a senior member of the art team, you will be responsible for character animations of ambitious 3D games for the iPhone & iPad, from the first concept phases to the completion of the project. You will provide guidance for the studio´s animators while helping to define the animation style and…
You might want to work a bit more on the shape of the head .Proportion wise whole face has to move up a bit to have eyes close to the mid point , ears are too big . What is really lacking right now is forehead and neck and probably eye as they look weird -> add planes instead of simple curve Construction wise try to hit…
Triangulating your mesh before you bake is a good idea. Any edge that isn't visible, isn't set in stone and apps take those undefined edges and will interpret those any way they see fit. Most apps will stripe triangles from bottom left corner to upper right. Maya strictly enforces this and doesn't let you "go against the…
Very, very much no to this. A specular map defines how reflective a surface is. Its not something you can simply adjust from a diffuse map the majority of the time. A spec map should be worked on in conjunction with the diffuse and gloss maps, spec/gloss are not after thought maps that you can quickly derive from a diffuse…
That is likely very tricky since it not just fresnel and instead some special fresnel based on lighting with reflection somehow. But if all fails I give that a try. That didn't help it. From how I understand PBR it is not just in the shader but also in the lighting and UE4 is build around PBR. So if I would get rid of PBR…
looks like a good start man, the main things holding it back i think are the textures and the lighting. the textures seem kind of blurry, I dont know if its the way it has been rendered or just low res textures. That rock foundation texture on the bottom of the building seems really blobby and doesn't have defined rock…
From what I know, being aware I might be wrong with those definitions: Diffuse: color map, often mixed with ambient occlusion and some pre-baked or painted light. Albedo (in some cases still called diffuse): color map; contains information about color only, no lighting or ambient baked into it. Specular in old gen workflow…
Hi! By now you probably put your plan into action. When you're generally happy with the shading achieved by the modifier, you could apply it as a starting point. Personally, I define sharp edges while checking the mesh shading, placing UV seams at the same time (unwrapping in Blender). I had another look at the model, so…