Hey man I totally agree with everything apart from this little passage: From a previous post: Yes in case of a new-ish factory produced asset, roughness will probably be uniform. But if you are doing a worn asset it's quite logical to assume that it's not going to be brushed by everyday use where AO is. So you can add…
Hey guys, I'm encountering a strange issue at the moment with turbosmooth in max. I was working on the minigun today, but I decided to redo this part with better topology. As you can see it smooths okay on the old one... Here's the new version that I started earlier. I can't see anything wrong with the topology, and…
I have just mentioned a decorated sword hilt with tiny patterns (hi res) and a clean steel of blade(low res). A figure face (hi res) and some wear , pants for example ( could be much lower res). A lot of environment objects where some parts are never in good sight. A static box near the wall for example where the side…
Really if you are looking to project high res details you need to make a low poly base mesh with all the basic characteristics of the shape - following all the contours... take it to z brush and create a high detail model for your normal map. I assume you have 1 high poly model? If so it would be difficult to reduce the…
TRAILER GAME: https://www.youtube.com/watch?v=BYSQDEBtMqo https://cdn.artstation.com/p/video_sources/001/525/602/dr-ae-01.mp4 https://cdn.artstation.com/p/video_sources/001/541/389/tbrender-main-camera-r1-002.mp4 Airship Nimbus I produced this ship for @octetostudios, as a Freelance 3D vehicle artist, during the second…
Its been a long time since I've updated! I've been way busy with work (plus I started modeling another character, thread here!) I've done a fair amount of noodling but I feel a bit stuck. Here is an updated turnaround. Plus some closeups of the jacket and bra. I don't intend on showing the model without the jacket over,…
I've received an art test which is asking me to create a jacket for a character. The part of the instructions which stood out to me is that the studio doesn't use normal maps, they just use color and spec maps. Normal maps have been such a large part of my pipeline, I'm unsure of how to simulate details without a normal…
Gonna be trying to make a fairly stylised interpretation of VI's Officer skin! Please give any Crits you guys can i would love to absorb all of your advice. Current Progress: Concept: WIP: Progress: Currently Detailing and building Low Poly meshes for clothing and mech parts. I will be replacing the hair mesh with hair…
It's nicely taking shape! A few parts are blobby as you say, but overall it looks good, especially the belt/torso part. If this belt can't do its job, no belt can, lol.
Layered Landscape Material Setup Part 1/2 Hi again. I'm now going to try and give a breakdown of the layered material used on the landscape. I'm going to have to do it in two halves otherwise this one post will end up being too big. As I mentioned on my Artstation page for this artwork, I originally went a little overboard…