As a best practice better to have good optimisation, though I can't say for certain that all studios use it the same way a portfolio is expected to show it. Like with games that are multiplatform, optimisation is automated, they use a program to scale models down so its unlikely you'd be doing any real optimisation to…
Been working on working on the cloth materials for the marketstalls along with this table cloth asset. I'm in the process of creating some hay assets next including hay bales, piles and a thatched roof stable. I've been debating what method would be best for creating hay and I'm going to create 2 tests to see - Test 1…
Define next gen fully here before you start. People wrongly use "Next gen" to refer to current gen technology. Or do you mean the likes of the U4 samaritan/infiltrator demo? That's technically next generation media. So go, define next gen with poly counts, maps and everything else you believe your definition needs. As for…
Celes - Final Fantasy VI - UE5 (fan remake): https://www.artstation.com/artwork/g8blV8 I'm a 3D Character artist working on various game titles in Japan. I just finished a massive project remaking Celes from Final Fantasy VI in Unreal Engine 5. I was inspired by the work done on Final Fantasy VII Remake, and used those…
This has been driving me nuts for a while. I can get cg hair to look 'quite' nice, but where it plants in to the scalp, it looks like a weave. I could use alpha to make it softer, but using the 'hair info' node with an alpha mask looks a bit crap. In xgen you can taper the hairs in to the scalp, but you then get these very…
So I'm trying to get a nice render using Mental ray and a toon shaded style. It's not quite there yet. And part of this is I think Gamma correction. This is how I've linked up my gamma correct to my ramp shader (to the ambient colour, because otherwise theres 2 or 3 different colours to add it to and neither of these set…
'Next-gen' lets you get a way with lower res meshes if they have unique skins. The simplier the mesh, the better the normalmap details will look on them. So as long as the mesh is smooth, it can be easily lower than old-gen meshes. ...and you dont need to generate all your flat textures from hires meshes, that's just a…
I've been considering commissioning a head sculpt of a celebrity for a while, but I'm unsure. I really liked the Zoe Salanda head sculpt I found on artstation and I was wondering how much a textured sculpt of similar quality should be. https://www.artstation.com/artwork/5XnErw Ideally, I would like the textures to be 2048…
This was my first attempt at creating real time hair with the help of Adam Skutt's tutorial and realistic skin with Texturing XYZ maps. I originally used XGen but wasn't happy with it so I bought the hair strand designer plugin for substance designer. I also attempted to go really far with my realistic modeling and…
Hey guys! First time posting. Critique very welcome! Also first time going through the whole pipeline on a character :smiley: I'm trying to force myself to post here more, although it might feel daunting. It would be nice to have some place where I can keep progress shots. I am currently working on this concept, all credit…