Hey guys, Im new to making video game characters and have had a question about clothing for a while now. I'm making cloth pieces with collars and I wanted to know if for the thickness of the collar is it generally just single sided with a really good normal map or is it double sided? The shirts are to be designed to be…
Hey all, I'm starting a new long term project. One that I've been wanting to do for a while. This is where the progress for multiple characters will exist...over a long period. ________________________________________________________ Vertical Slice ________________________________________________________ The Brief A series…
Hi guys, i'm concepting a new character idea at the moment for personal fun. Thematically it's a bit of a mixed bag but the underlying idea is female assassin taking influences from sci-fi, western and modern day. So far it's all sub-d modeling in Max (for practice) and in the near future will do detail passes in zbrush.…
Small update / extra question: Thanks again for the suggestions. I looked at a few portal VFX tutorials, but most of them are more focused on Niagara particles or gameplay portals. What I’m still struggling with is mainly the material/shader structure itself. Right now, my biggest issue is that the portal still feels too…
Hi. I'm having a problem making cloth for a character, where both sides of the cloth must have it's own UVs. I also want to use alphatesting to make some tears at the edges of the cloth, so I can't model "thickness" since then you would be able to see into the model at the edges. With that in mind, I simply copied parts of…
SDFs are used in many different ways like making reading text in games less pixelated. https://www.youtube.com/watch?v=CGZRHJvJYIg 2D wise it can also be used for example in creating rain hitting the floor, creating a raindrop effect, 3D wise, intersections to visualize visibility shapes, ranges... or like a less resource…
Right side. Left side is the devil's work. EDIT: Wait. Now that I think of it. I guess i do work on the left side and mirror to the right side. Damn it!
Nice work, this looks really sweet! If you’re open to feedback at this late stage, your presentations/flats could potentially benefit from some changes. The three-sword image is a bit confusing. The front and back views look like they have different lighting; this could be because you painted some lighting into the color…
I've searched around for answers but couldn't find any so I'll ask here. I have a sail of a ship that I have baked a normal map onto. The low poly is a double-sided face because having both sides of the sail would take up a huge amount of UV space. My problem is that this naturally causes lighting problems and it only…
So this is how it looks like in Designer: Switch is set to "Side-by-side button". Designer Preview section also looks correct. But as soon as I import this to Painter that bool variable for some reason appear as integer selector instead of expected 2 buttons