Hello everyone! I am a first-time poster. Just recently, I finished my HD remake of Gobul from Monster Hunter Tri/3 Ultimate. Let me know what you guys think! model You can find some more pictures of my Gobul model on my Artstation: https://www.artstation.com/artwork/w86zwY Post on Monster Hunter World…
Ok I went back to the basic and I applied a lambert to everything in my scene. lightmap: 128 static level lighting: 0.1 : num indirect lighting bounce: 4 indirect lighting quality: 2.0 indirect lighting smooth: 0.6 Build: production We don't see the seam as much but I don't understand why everything is so blocky and low…
I did end up getting Pro right before the price went up. The downside was I forgot they bill in USD even though they are based in Canada. So after conversion and taxes it cost me about $116 CAD but I'm glad I did it now and not after the price went up. Now I'm just trying to get approved to sell in their marketplace.
Have I mentioned I love watching you progress on this yet? Great stuff so far, I'm looking forward to seeing you continue on. Maybe this site could give you some more ideas for what you can do with the texture- I love everyone's different take on painting their models :)…
At the moment it cost 125 instrucitons and I'm still using full hsl code for my specular and backface term. I'm sure I can leave some other instructions. It use one normal map with specmap in the alpha, a diffuse map with ao in the alpha, a cubemap, a thickness map and two look up texture ( 256*256 ). That's makes lot of…
Thanks :D I've been messing around with rendering and trying to improve my presentation, I think this shows of the detail a bit better. Also been busy with the retop which is at the bottom (just to contradict myself it's badly presented, sorry :p ). It's just under my target, 12k. It's been a while since I left ZBrush so…
It's light mapped, the floor is about 1024 because it is all one piece (I did that to get the right bay text, might make it modular later). Smaller props I start at 128 and work up to what works well. Also pro tips on how to force UDK to use higher resolution lightmaps…
i wanted to try to nail >10K polys...but i'm kind of stuck at 12k. I'm not sure what else i can realy cut at this point, though without compromising things. I may swap out for a more blocky grip, but that'll only get me so far. I'm beginning to think i'm just gonna deal with being a little over.
Hi again! Here I bring my latest progress, started painting after optimizing the topology and unwrapping UVs. Right now is under 12k tris, including weapon, which I'll show on a next post. I've focused on painting the face and skin, the rest is reeeeally rough. Still a bit to do but getting there! :D Thanks for watching,…
"Side note: Can anyone else see the penis in the texturemap on the right?" sigh... now I can A sword with no edge to cut? or is it just hidden in those shots? In all honesty the blade's texture doesn't look like a 256 but more of a 128. Sharpen those handle wraps up. The texture has a nice painterly feel to it. A bit on…