This is probably a nub question, but i applied my skin to the head of my model and the texture appears to be a much lower resolution in view port. When i render it out it looks fine like the 1024X1024 map that it is. But when im in viewport it looks like its 256X256 or somethin and all blurry. Is there a setting for this?
Download the complete tuto (with the working files) on Artstation Orb Gumroad: https://gumroad.com/orb Jron Gumroad: https://gumroad.com/environmentdesign
I would like to know if you dig the attachment, i feel like its missing something, it may be the materials, anyways! please continue criticing this pice :)
Here is how the model looks in the udk example scene. Half of the map is showing up as blue. This is how it looks in max. Anyone know a fix to this, I am sure it has something to do with how the uvs are mirrored.
This week I focused on finalizing the project presentation. I completed all final renders and refined the lighting setup to better highlight the materials and overall composition. After reviewing the output, I made several small adjustments to improve balance, contrast, and visual clarity across the shots.
https://www.artstation.com/artwork/DgwPn Rendered in Marmoset Toolbag. Something I've been working on inbetween exams and gaming sessions. I learned a lot and I think it turned out great Please enjoy, and drop me some critique if you want to!
Ive seen a couple shots of high polys using a cool shaders that changes color within ambient occlusion. I'm digging the created effect and was hoping somebody could explain that process to me? I generally use modo and keysot for my renders so if any documentation is catered to those softwares in particular, that'll be…