The reason ur getting those annoying black lines is because of the way the program inherently works. What it does is it compares each pixel to its 8 other neighboring pixels. So, when ur on the very edge of a surface (like a sphere), it stands to reason that there will be an equal or larger number of pixels outside of the…
Hello Thank you Meloncov that's very nice of you. Hi "neverland" I am Neil Gallagher and I am one of the Lecturers on the BA & MA Games Art courses. I just thought I would post this thread so you can have a look through our students various bits and pieces.…
@MaKuFX Thank you! @TheIceWolves I'm glad you like the long hair :smiley: @lotet N'awww. I liked the braid too but i had exactly the same braid hairstyle on my character i designed last year for artwar so i thought i should do something a bit different. I'm obviously subconsciously braid crazy. Thanks lotet :) Hope…
The scales of the dragon are too uniform. If you look at pictures of snakes, lizards and crocodiles, you will find that the scales have diffirent size, texture and shape depening on where on the animal they are and what purpose they have. Use reference! http://upload.wikimedia.org/wikipedia/commons/a/ad/Crocodile.JPG…
Thank you very much keket for you feedback! :) To be honest, I have tried to reach the subsurface scattering effect, and the shader is totally set up for it in the project. The thing is that this effect depends totally on the light conditions, so if you have a light beam comming from behind like in your picture, it would…
*******Here is the answer : https://support.allegorithmic.com/documentation/spdoc/blocky-artifacts-appear-on-textures-in-the-viewport-172824435.html *****nope. not that. ^^^ Had to roll back graphics driver. Nvidia graphics card. That finally did the trick. Sorry, I don't know what to call this. I haven't been able to find…
Hey, everyone! I've put together a visualization of an image effect I've recently created for Unity3D that provides high quality bloom (done the right way) and a dirty lens effect. The effects are energy-conserving and highly optimized. The effect costs roughly twice as much as rendering Unity's optimized bloom effect (1.0…
Recent Update: Original plan from 2018: So an old co-worker and myself decided to collaborate on a game project idea. It's mostly an opportunity to learn some new areas of game development at the same time as make something that is fun and looks cool. He'll be streaming some of his programming on twitch: HERE I figured I…
The purpose of this is to improve my workflow and pipeline in zbrush, in particular I'd like to attempt to utilize zbrush in a more efficient way by working from large to small, low detail to high detail. This begins with a simple sketch I made in a sketch book and, one night while fiddling with Sculptaris in zbrush 2018,…
So I think this question may or may not have been asked to death and torn to shreds (you say), but I'd like some clarification here. Be warned, I'm a complete newbie at all this and some technical words might fly over my head right now. Also, using Zbrush 4R8 and a trial version of Maya 2018. I'm following this guide HERE…