so in that case the specular map is the albedo when it comes to metal? in which case any metal albedo should be mainly a flat color since it is the roughness that defines the surface. you'd also need to add dirt etc ontop then have that black on the metalness map as well as isolating it on the roughness. seems more complex…
For your second time in zbrush that arm is pretty good. If you want to improve it the surfaces need to be more defined. Take a look at anatomy reference and think of the muscles in angles and blocky shapes. Exaggerate the blockiness, use trimdynamic if you have to. Then you can fill up the crevices and smooth it out where…
yeah...I'd like to say that it's because our economy and by extension our unemployment numbers currently suck...but i suspect that attitude has been around longer than that. I think Xenophobia is entirely too strong a word to describe the average American attitude towards people from outside the country..but i don't know a…
Hey Mak!, It's good to see that you are still developing as an artist. I like your grass and dirt texture but your stone is fairly weak. This is due to the spacing and you could make the edges a bit more defined/sharper. The wood is getting there the defined dark strokes are a nice touch but the rest of the strokes look…
Definately a vast improvement dude- I think that the definition around the cheeks has given her more shape and as I said on msn, her right (our left) eye is a lot closer now to what it needs to be I don't think it's a million miles off now, just needs the odd proportion tweak and maybe adding more tension around the upper…
everyone keeps overlooking why people are upset about Dante. We are not upset because its pathetic hair and scrawny figure. We are upset because its Dante, an already defined character with pathetic hair and scrawny figure. I would much prefer it if they made the new Dante a new character completely, rather than modify an…
There's a big difference between coming up with the aesthetic ideas of a game, the universe, the characters, the story etc. and coming up with the actual dynamics of the game that will make it a blockbuster. The casual observer will often mistake these aesthetics for what makes these games massive hits, when in fact the…
Blockout High res Low res In that order. This way minimises time lost to large scale design changes. Your large forms are defined by the Blockout - that goes in game and the team can work with that until the final art is done. Smaller scale design decisions are defined by your highres model - you can resolve connection…
It's all relative. There is no "real world". :poly142: You can sync your units up to your engines so that 1 maya/max/etc = 1 udk/unity/cryengine, but it doesn't really matter. What is important is saving yourself time scaling objects in the engine by modeling everything relative to a single object of your creation (or…
a little update to the tool you can now define the tangentspace you want to bake in, in case you want to use Farfarers great Unity Tangentbase Plugin for instance and you can now define per lowpoly if you want to use an alternate texturesize you can add that as a suffix behind your lowpoly name. so if your lowpoly was…