well, first off I`d say that the shape of the shadow itself will depend on light map res which u have on the ground. Right now it seems like u won`t get that subtlety in shadow shape which u have mentioned. For now it looks like each grass patch casts few pixel shadow. Now, I haven`t played with transmission yet, but I…
There is no an easy and simple method to scan a surface yet. And non of them is always perfect for any kind of subjects. It's always time vs desirable result. You just need to understand a few things. A very base of any texture currently is a surface heights , an actual shape in a word. B2M ,crazy bump and such are simple…
Hi there! I'm actually working on a similar project in terms of modular environment pieces and I just figured this problem out yesterday. First, read this if you haven't yet: https://80.lv/articles/textel-density-tutorial/ The concept is essential to accomplishing what you're trying to do. Once you've got your texel…
@Arkadius: In a strange twist of fate I've found myself enjoying programming (and to a lesser extent math) so much for the last 10 months or so that I haven't had any time to work on any art. All the pieces of knowledge are starting to fall into place and I think I'm going to give indie development a serious go in the next…
You are really missing with the textures. The diffuse looks ok, but the spec/gloss is what is really bringing your textures down. I am just going to list off some stuff, in no order, because its easier than organizing a paragraph. -You have blue spec for your face, but not the hands. -You shouldn't have the character…
"For me the only workflow problem I encountered was sculpting the model with eyes wide open= not enough edge loops to close it." This "only problem" is precisely why characters eyelids often look terrible in modern games. Sculptor wants to sculpt the eyes wide open for the zbrush renders to look "cool" > lowpoly eyelid…
I do suggest keeping things separate where it makes sense. Like your belt and wrist bands could definitely have their own mesh for. As for skinning yes you would attach them to same rig. They don't have to be different objects, just separate meshes. Mirroring UV's allows you to get a lot more texture resolution. For…
Because topology and vert counts can change and some modelers don't like making morphs, sometimes 2, 3, 4 times, I think it's best to create a lower poly face mesh (that won't change vert count) and do your open closed morphs/blend shapes on that and then skinwrap your WIP head to it to animate it back and forth between…
Your UV's suck balls. You should really give your alpha'd areas more texture space so you don't get that nasty pixelization. The Lion's head is very small in the model, it shouldn't take up so much space on your texture map. You should always apply a checkermap of some sort when UVing to make sure you maintain an even…
How about not making it smudgey to begin with? You really are making it more difficult for yourself by putting effort into doing that in the first place... just flesh him out using areas of flat colours (areas larger than 1 pixel, don't get smart with me, heh), and use some transparant brushes to add some early shading,…