Heeey! The second model - I have a toy like that with removable coat and hair. The colors and shape match, and so does the coat. Did you use that as a reference? PS: I´d like to make everybody reading this post sure, that I DON´T play with the toys already (for week or two... ).
Okay so rending a demo reel on my old PC is taking a depressingly long time :( On the up side, I got PS CS3 and new wacom drivers... And my pen actually seems to work. 1hr or so including the time to adjust tablet. My attempt at something akin to champloo.
i dont want the print to flake off after a couple washes.. then its just a regular black shirt :( (i dont know the details of cafe press but im just saying print quality is important to me) ps. i chose the cheaper price because I'd probably want two
[ QUOTE ] Btw, I'm trying to find the specularmaps for this game, can't find them anywhere. ps. dreading that the game doesn't actually have any specmaps. [/ QUOTE ] I think they need to wrap their heads around a good defuse map before they worry about clogging memory space with spec maps.
I meant like this . a quick color edit export from Photoshop or Afinity photo. ps. Well, actually I have just figured out it's simpler to just make an action In Photoshop to save color edits to Substance Designer 4k Hald_CLUT file . It works pretty quick if you make it tga instead of png.
Hi, currently i'm working on a stylized game ready robot for practice, and made this model in zbrush with zmodeler. what is the best pipeline to have a good result in baking the maps? continue with the highpoly and then do the retopo by hand, like organic models, or there is some approach that i can use this model already…
i fully got banned from australian internet servers for asking a guy if he was a maori (his voice sort of sounded maori) i knew it wasnt generally accepted to be a slur. ps. what's the plan for this guy, warrior covered in tattoos? modern day loitering GTA citizen type thing? or what
Could you maybe show a screenshot of what you mean? I always bake a seperate AO of my lowpoly only (no projection or anything), that gives you shadows where things intersect (and then a little bit of PS levels/brightness adjustment), if that is what you mean. Looking really nice so far :)
So I gather that if you want to create two materials - one dirty and one clean - then you may as well make a clean diffuse and dirty diffuse in Photoshop and import them into UDK. Rather than making a clean texture and grunge texture in PS and combining them in UDK. Thanking you kindly.
If you want to use ZBrush, then you could do it by using the pinch brush in combination with the standard brush f.e. Otherwise you could draw an alpha map (height map) in PS and drag it onto the surface in ZBRUSh. Or you just use the painted height map for converting it into a normal map (with ndo2 f.e).