I downloaded an example file and I guess I've got a "realistic" eye. Problem is that I want highlights in them, a sharp nice specular highlight. The guy I'm making looks a bit cartoony. But I don't want to place a light in front of his face, I want his face to be partly in shadow and then sharp highlights. Is there some…
It's a good idea to combine specular maps with gloss maps (sometimes called roughness or specular exponent). Gloss maps define how sharp the specular highlight is - faking how glossy a surface is. So dark means it has a very broad highlight and white means it's a very sharp and focused highlight. The shades of grey will…
Great work so far, i got a question. I'm working on similar assets and get mipmapping issues in udk. All is fine in max but in udk i have to disable mipmaps to maintain sharp detail on my alpha maps (softmasked). I tried a negative lodbias in the texture but it doesn't seem to do anything. How do you maintain the sharp…
Hey thanks man! Yeah i gotta agree on the folds. I tried to recreate that sharp look but I failed miserably. I went at it with the standard brush and then flattened the individual fold-planes with the h-polish brush; looked kinda awkward at the end tho. Any tips on how to get dem sharp folds?(and yes I have tried alphas…
thats a pretty nice model you have there , pretty good zbrush too , but i was wondering how did you made the armor , the shoulder and the knee pad so sharp in zbrush , ived always wanted to do something sharp like that but my skills in zbrush are not that evolved , so can you hand me some tips (tool and things youved used)…
Hey guys, first post here as the discords I am in are mainly weapon related, and as ive found these things are very very different issues. I am in the process of making a bunch of buildings. To preface this, I know modular components are very versatile and many of the more basic buildings in the project are comprised of…
Great work, thanks for sharing. Also for reason, I like seeing maya's default blue wireframe and clean topology on a gray background. Gives me a sense of peace and hope :)
Hello. I was trying to create some scenes in the styles of games like Shadow of the Colossus, and Final Fantasy 11. I got curious about how these games deal with texturing. FF11, when you look ingame, the assets seems to have blending textures: But then I saw a video where a person extracted this assest into unreal, and…
you have any concept for this or plan what do you want to model? I highly recommend this before you start with hp modeling. Also I would say most of your edges are too sharp for clean bakes later on. I think you need to change this at more or less every part on your model... 2x 1k texture will never be enough for this…
It all comes down to resolution really. Having the text decals on a separate texture makes the text and all that stuff really sharp because its a separate texture. Having the text on a small bit of the texture you have now will sure make it possible to accomplish it (putting text on both sides) but the text wont be as…