It's really not as far out as you think Scoob. Choosing the more recent version of him to model is harder. All that sagging skin starts to get in the way of the likeness As Arsh touched on earlier, there's still something a little awkward about how the head sits on the body. It looks like perhaps the back of his neck and…
Hey guys, First off all, sorry if this has been covered already. I know this is not the first thread concerning normal maps, but I couldn't find any thread covering this specific topic. If there is a thread for this already then please direct me there :) Anyway. I had some free time at work yesterday and I decided to do…
Gnarly. I don't have anything to add, really, other than that I actually thought this was 2D for a moment when scrolling down, due to the mentioned flat lighting and the rather strong and homogenous looking noise overlay.
@Elytreus Is there a specific technical limitation that requires the mesh be all quads? As Nominous mentioned: Support loops will hold the shape transitions along the edges and flat surfaces are generally uneffected by non-quad topology. Subdivision modeling tends to be more approximate than exact so more efficient…
The wrinkle maps are entirely engine dependent, you can do it in max by using a composite map and animating the opacity of each layer/wrinkle map. Each layer has its own blending options like Photoshop as well as a mask for each layer. Typically the opacity is wired to the same controller moving the morphs/bones around so…
I've decided to make a test with the baking in both softwares and here's the result. - Testing steps: bake normal map in Toolbag (TB), bake normal map in substance painter (SP), swap nomal maps to see the behaviour. - Tested objects: I made 2 objects which are the same as the picture below (1 Object includes sphere and…
For the "extrusion" of the stuff on the panels I just make sure the normal map edge angle in the flat texture will be sufficient for a 90 degree or 45 degree angle and I put the sides on a separate shell, usually you can get away with just placing all the sides overlapped, only important thing is that the color matches the…
Hey andrea.priore, Welcome to Polycount. I really like this character. I can see you worked real hard on it. That's a hell of a lot better than what most people have for their first model, including me. I wouldn't say that's too many polys, that's pretty good work actually! There are a few areas that could use some…
[edit] I just try to uncheck "sRGB Color space" in normal map pannel and it' PERFECT ok thank you again for you reply @EarthQuake. But I still have the problem ! :( . I will try to explain you the most clear I can . Here you have a picture with the wireframe + FLAT normal : As you can see I have a triangulation problem…
Are these game characters? If so you should render them in a game engine, most honest way to show off game art. If these are game characters there are a lot of polygons you dont need. For example, the vikings chain armor is too much and theres probably too any polys in his horns. I'd say you should really work on your…