Hi!So I've been sculpting this character and I'm using the MetaHuman topology. I now want to project a 3D Scan Store basemesh for the body and for the head, TexturingXYZ. My MetaHuman basemesh is at real scale, that is 180 cm tall whereas the Scan Store mesh is 1.8 cm tall.What is really the correct workflow you all use…
The video does make a lot of valid points about taking feedback when approaching character art and design. Being aware of this it does help with creating and posting art for portfolios that candidates will use to apply to these studios. For example when the advice is to match the existing quality in current game releases,…
Sounds pretty accurate to me, but I don't think I'll ever get to the phase when my work is as good as my ambitions. And I hope I'll never reach that point as it would probably be the end of my career in games (at least env-art) :)
Hello! I don't have harsh words but hopefully I have useful a critique. You're showing an ortho view of the sculpt. Did you also sculpt in ortho? This can be very challenging and look wrong once you switch to the target focal length in perspective. When working from references look up "focal length portrait" to get a sense…
I am simply just adding a response, nothing more, i am not on a high horse or a low horse i like what i do and i present my own work, i do not see my work as any better than anyone else's just fyi. Dark black-grounds usually aren't that great &/or it takes some really technical eyes and know-how to get right, imho. Quick…
Looking forward to it ! Does the focus on high performance mean that it would also behave well on lower-end GPUs, by limiting the canvas size accordingly for instance ?
You need to set the normals to qualified mode via the 3dsmax.ini file. Enabling qualified normal mapping is done by adding the following lines to the end of 3dsmax.ini (C:\Users\UserName\AppData\Local\Autodesk\3dsmax\2011 - 64bit\enu\3dsmax.ini). [ViewportNormalMapping] ViewportNormalMappingType=Qualified[/quote]
Thanks man... I think some of these things that didn't go well together were because of the somewhat messy process I ended up doing. Here, check it from concept to the ending: https://www.artstation.com/contests/the-legend-of-king-arthur/challenges/69/submissions/48473 The bodies and skeletons, i do really wanted to make…
Sounds like you'll end up doing a modified photoshop-esk gradient one that more or less matches your environment. You could render out a cubemap from the chrome objects location, apply it as a reflection and RTT yourself something to start painting on, provided you have an environment to capture...