the plain one looks great! Nice texture work. As for the snow on the second one, I would be careful as you wouldn't want to pump the snow through a normal map that would appear it was indented into the window. I would use the snow layers to build a slight gradient height map, and then normalize it with the snow textures so…
you can decimate the hi poly in zbrush using zplugins>decimation master. should be able to reduce it probably 5-10x without losing noticeable detail. in toolbag if you accidentally moved one model away from the other, you can check box for ignore transforms (so long as you hadn't froze transformations before export) also…
Greetings I recently bought Quixel suite and honestly, I must say it significantly improved my workflow! But nothing is perfect and so far I've had only one slight problem with the suite. I can't see any of the layers which are higher in the hierarchy when I'm in dDO's colour paint mode. Reason for this is I like using…
One last explosion, this time in slow motion, with tanks flying out of it. http://my.spill.com/profiles/blog/show?id=947994%3ABlogPost%3A355506 Some of the comments make my brain hurt though.
My signature wont show up when posting. When previewing the post however, it displays. Is there something Im doing wrong or are signatures not allowed to be displayed in posts?
I see it just ok in your blend file. Using current Blender version. it works as it is. Although I think instead of realize instances you should use random Z value into instancer scale input. "Realize" turns all instances into single unique geometry and would render slow . Perhaps does this glitch too . But I still see it…
Hopgood - thanks for the awesome feedback, i will definitely be making those changes :) . Vayne - cheers man, i was going to make it a slow transition from Mudbox but i used Zbrush once and havent sculpted in Mud since. Still use some Mud for texture work here and there though. The projects im currently working on have…
This is actually a very interesting point. My take on this is that, all the shots you linked to could have been achieved in games made ... back in the PS1 era. Now obviously I am not talking about crazy detailled tech for surface rendition and lighting - just talking art direction and shot design. Such things are why these…