Has anyone used nDo convert diffuse to specular for texturing in commercial texturing or games ? Have things turned out successfully I've tried it and the results required alot of clean up work.
New here. Looking to make some friends, as well as build a career for myself. As far as I'm concerned this is finished, any crit I get will be put towards my next asset. I just felt this would be a nice way to introduce myself.
Hi, I'm using a shader set to "Complex refraction" for the eyes' cornea. The problem is I can't get specular to show up on it. Is there a tutorial on it? Has anybody used it? Thanks!
I've applied both normal and specular maps to my mesh, and when I ticked 'decal' under material properties, to activate them (as I was told to), some of the faces have gone invisible, or inside out... it leaves some of the areas more detail but messes the mesh... how do I fix this? Thanks in advance
Really great photography. Most reference photographers also include a thumbnail gallery to show what's in the pack. Would it be possible to get the raw files or at least the camera meta data for camera matching calibration? Knowing the sensor size and focal length for each photo is really helpful for setting up the camera…
This is Yui, a game-ready Scifi soldier with a powersuit, conviniently modeled after a cat. This is an updated version of a model i made a year ago, with an improved design, more detail, and much better textures. I am responsible for everything from concept to final renders. Full project…
Hello everyone. I've been reading polycount for a number of years but didn't post before, so here it is. I'm looking for a job at the moment and I thought it would be a good idea to work on some game content. This character is made after a concept by Nick Smith. I think that I'm finished with the high poly and hoping to be…
Hey Guys, We are trying to establish a hard surface pipeline. I was curious if anyone had good insight on what are some good low poly count ranges for: Buildings: Cars: Props: Basically, we are trying to set some ground rules for when delivering assets, so the artists can keep in mind what polycount to shoot for. I.E. a…