It's been a while since I've updated the thread and truth is I haven't done much as I got a full time job now. But i've been looking into realtime hair lately so I did a thing during my free time. It could be pushed and cleaned up more but I'd like to stay on track and continue my studies on hair and other areas I feel I…
Sounds like your just bitter that you cant achieve a good render with VRay/MR etc There is no such thing as fair or rules for this. End result is what matters. UNLESS ofcourse whoever is trying to pass a vray render as a realtime capture. Besides that problem it doesnt matter how it was done as long as the end result is…
looks pretty good is this realtime or for a rendered still/movie? if this is realtime you'll want to cut off a lot of polies. they seem like they're around 1k triangles per chair right now which is rather heavy for something like this. if i recall correctly most props in UT3 hover around 2-300 polygons so you'll want to…
Can I ask. Was that a pre "run through"? I have heard of demo's *cough*HL2/Doom3/Halo2*cough* before doing this. In fact I heard directly from developers mouths that this is sometimes used earlier in a engine or games development when showing off. I mean that it wont change my mind that the tech is good (looks like Myst…
Drag and drop on everything. See, in max I can drag and drop textures from explorer into my shaders, but I can't drag and drop animations. Let me drag and drop a selection of verts to skin weight copy function, let me drag and drop the data to a find opposite function, than drag that to a copy mirrored weights function.…
the bake is pretty sharp, maybe a bit much for realtime, but seems good overall The scope feels like super "lowpoly" and blocky, did you do your own design there? It looks pretty out of place against the realistic rest Try follow a reference for that one The base materials seems good but now you gotta start on the real…
Thanks everyone! Here is some of my latest work. This is the character I worked on for the BlizzCon 2019 Diablo 4 reveal. Responsible for modeling, texturing, lookdev and shading. Also got to do scene assembly, lighitng, and matte painting for these shots. All done in the Diablo realtime engine which made things super…
Understood :) (I totally get that the various options can be quite confusing btw - and picking one or another can be quite overwhelming. For props/standalone models your absolute best option is still to get a Toolbag3 license as soon as you can. It's a fantastic tool, and the ability to work in full realtime at all times…
@Isaiah The advantage of a GoZ to Photoshop 3d workflow over pre-renders is having the flexibility of non-desctructive realtime light and shadows. You can focus more brush rendering midtones, in my opinion, and maybe just use the realtime lighting as a mask layer. Feng Zhu and Ben Mauro did a video using both Zbrush and PS…
Maybe this can help ? http://www.froyok.fr/documents/fur_sheppard.pdf http://www.froyok.fr/blog/2012-10-breakdown-shadow-of-the-colossus-pal-ps2 http://www.polycount.com/forum/showthread.php?t=85471 http://wiki.polycount.com/HairTechnique http://www.zbrushcentral.com/showthread.php?971881&p=971881&viewfull=1#post971881…