@ Gray it is not a workflow issue. we will just have to agree to disagree there. i think i even see the spotty displacement in your image right there. anyways, i never ever had to use VDM for majority of my sculpting and i probably sculpt a new character every other month. i am sure as more people use 2014 release they…
Have a look at one of the following videos for hair with transparency. You can use the same method to achieve a different styles. https://www.youtube.com/watch?v=6Wi4-fdeYyM https://www.youtube.com/watch?v=Z_ZmuKt_yp8 You can see, they used a similar method for the uncharted characters…
Thanks a lot Vig, really appreciate the crits. I completely forgot about including some horizontal forces on the squash/stretch, I'm not sure why but you're right, when it's missing it is noticeable. I've made a few changes as per your suggestions. Arcs were indeed pretty linear on the little ball bounces, I've flattened…
this x10. i think a lot of artists focus very heavily on defining their own style, when the reality is... if we want to be regularly employed, we need to be able to adapt to any style guide we're given! so yes, i whole heartedly would love for this idea to turn into something real and tangible, that people can learn from…
Looking good Nizza! I agree with you about her appearing like a grey mass though. Looks to me like that's caused by her gauntlets visually connecting her upper armor bits with her lower ones because they're so huge. I think if you make them mostly a lighter colour, like close to white, it will break up the colours and add…
Just checked Wikipedia for you. 2001, spring, Macworld expo - first public presentation of Doom3 2002 Far Cry announced 2004 march - Far Cry released 2004 august - Doom3 released Doom3 was first, even though it was not Carmack who invented normal mapping, he found it in a Siggraph presentation... But he was the first to…
You can't do that because texture tiling is really just the effect of setting the clamp/repeat mode for coords that go beyond 0-1. If you have 100 textures that all go from 0-1, you can tile them 10x10 on an atlas, and all the texture coords just get changed based on it's textures position in the new grid. The first one is…
Why not just model the silhouette you want? I think people are going a bit to far with the make a box, but then use a map to make it look round. Polygons are way cheaper than relief mapping and look better. One of the only games I've seen in a while that made use of the geometry budget on xbox360 was Tomb Raider Legend.…
I went ahead and modifier the HP LP renamer to suit my pipeline a bit better. I usually have the HP named the right way, and the LP in a byproduct of that of a weird random name like cube.001 So I tweaked the op to pull the naming from the HP. Dropping it here in case someone wants it as well. class…
"But again at my first attempt at baking this part, the blue half (symmetry with UVs outside the 0-1 range) got a proper bake for some reason ?! I mean... you begin to make me doubt now, but I'm 99% sure that at my first baking attempy, with the blue half outside the 0-1 range, Marmoset managed to bake something on each…