I'd love to know how you guys organise your models for a complex RTT bake. To put this in context I've found it extremely useful to try and get as much info out of a RTT bake as possible. Assigning colour coded materials to a model and baking out the diffuse information to create masks is something I find extremely…
What pior had to say about starting at the end is really useful, and would be a great time saver. Apart from that, the way I deal with a complex model is to break it up into as many pats as I need for sculpting. The model below is made up of 16 subtools. Im only interested in game models so I have to make a low poly…
I'm gonna go ahead and be "that guy", go against the flow and say that I don't like the texture a single bit. And here's why: The entire texture, first of all, doesn't look interesting at all. From what I can see, you've got base textures, and not even good ones at that. They look cloudy and resemble stone at the moment.…
Exactly, RGB for each layer. Stencils go with alpha. Though i'll probably get rid of stencils once UE4 gets Texture Array support. Alpha will go to selecting texture from an array. Eventually i want this to be a multimaterial shader. This will allow rendering meshes using multiple textures in one draw call. Also most if…
Right, So, here's what I could muster. 1. Diffuse It's been my experience that semi-realistic texturing is heavily based on subtle texture variety. You have a good variation of minor details on the skin so far. I mean the array of cold and warm colored spots scattered across skin areas. However, I feel that it has a lot…
This is really sweet! Love the ketchup and mustard bottles, My only thing that you could check out would be that your normal map is wasteful in a sense that only the one piece is using this. I'm only saying this as Baddcog had commented on my post saying that I had done the same thing. Here is what he told me: Honestly if…
I'm not a 3D artist and would say I have little experience with the technical side of a 3D character workflow, but I have a few questions/critiques related to this. Hopefully I've been hanging around here long enough to make sense. I feel like his overall body shape/design turned out feeling quite a bit different from your…
Hey, I've done a lot of research into map creation for rendering skin, but still have a few questions I wanted to ask to clarify. Currently I've finished diffuse and displacement/bump maps based on xyz scans. I know that I need a gloss and a spec map which seem fairly straight forward to create in mari. One of the things…
Started on a new model for a project called 'Savage: Rebirth', the Beast Lair. Some of the textures are still a WIP, some objects are placeholders, and most of the object placement is just temporary. The vines need a lot of texture-work still, they were a bit of a rush job. And I feel like I should find a more efficient…
@Jar3d - Thanks dude. I appreciate the feedback. @joshmtyler - I did a very basic blank in 3ds Max, mostly just simple shapes like cylinders, then brought into zbrush and Dynameshed all the wood stuff. Pulled roots out with snake hook brush and just kept dynameshing them as I went to keep geo in them. Mushrooms were just…