For superficial stuff you can paint them into spec/gloss or use something like crazybump to convert a scratch map to normal and use it as a masked overlay on your normal map, nice cheap way of breaking up the surface.
@Pyrzern - The head is looking too small. Cloth is looking better though! @ATaylor - Legs are looking really short. Other than that good start. I also recommend not using that matcap it tends to mask some issues while sculpting. Use something like matcap gray. Small Update. Started sculpting. Still early work on this.
Terminator2: Good progress! Looking pretty sweet already. PyrZern: You can block in arms and legs pretty easy with the insert cylinder mesh or you can mask out a space on the shoulders and use the Move tool to pull it out. Looks like you are tugging bits here and there and that can be tougher to get your proportions down…
Here is another article/ tutorial to give you an understanding of PBR. It is really not complicated. Basically: Albedo = Flat color/ color changes. (if using metalness this is where you define specular inensity and color.) Reflectance = Flat values of material reflective. ( Very similar to spec). Metalness = Black and…
Small WIP of my lowpoly. Body Uv'ed and baked (still need to tweak some bad spots with blockers and bake my material mask.) The head is still just the Lowpoly flat shaded too... stevston89: your guy looks awesome with his awkward mustache! Love it! And thanks for the TLoU reference pic. I wanted to find it later and use it…
I won't be late anymore. Also nice progress people ! Damn you are all fast :D Made usual anatomy study for face and body. Face uses eye length and body uses head length and width for measurement. Also purple lines defines eye-nose-mouth positions. Finished today's goal face anatomy. Used mask for facial hair positions.…
Ok so skin breakdown. I am just going to overview this stuff. If anyone has any questions I will be happy to go more in depth. So first off important things to note with skin in Marmoset. 1. Energy conservation - Will compensate for the color you put in the subdermis/ scattered areas by putting a color close to it's…