Your approach with fully sculpting the hair base mesh, then adding low poly alpha detail I would think would work well. Concerning the hair, the concept shows her hair flowing because of the pose she's in, I reckon (could be wrong). I don't know if it's best to model/sculpt it in an animated position, but if done…
What you don't get with flow maps is progression along the hair strands and that's pretty vital for UV independent anisotropy. This thread inspired me to try and write a direction map painting tool - I won't say I failed but it's really slow so I've got a load of work to do..
When I Bake Normals in Maya, which is awfully slow, the result is fine. In Substance Painter "Industry Standard", there seems to be a Bug. At least after reviewing this for a couple of days: All hard normals on lowpoly, split uvs on hard normals. Baked with average normals in SP and Maya wit hdefault settings. I reviewed…
@Skamander - Been along time, but from what I recall it was mainly with the viewport. Shaders not working or showing, selections not updating (or acting very slow), transform gizmo bugging out etc.. I usually had to find a somewhat stable/working driver and stick with, as new ones only gave me greif.
Turns out that it's a problem with the Quicksilver Renderer. Reduced the tiling to 1000, and changed to Scanline renderer. Bam https://i.imgur.com/xIYY9eU.jpg Now the textures show, but it's horrifically slow when rendering the whole terrain. Not only that, now the shadows are pitch black. I guess the solution is to find a…
A bit longer than that, but not by much. If you plow through it on easy difficulty you get 6 hours. Crank up the difficulty and play slow and it'll be slower. Imo it doesn't matter, the mission variation and the story alone makes me want it to be short, because I want to see what comes next.
Hi guys im new to UDK and decided to use the template that epic provides, but i cant seem to get a grid to show in perspective view like it does in ortho. Any idea how? Thanks
I've seen this low poly environment pack on the asset store and I was wondering how is it possible to make low poly asset look so realistic? https://www.assetstore.unity3d.com/en/#!/content/38532 I want to make something similar , how can I achieve photo realism with low poly? Should I use a PBR materials? Or just put the…
You seem a bit confused here, first off for organic modeling(characters etc) the standard workflow isnt model lowpoly then high, its: A. Model clean evenly spaced quad based cage mesh for sculpting B. Sculpt/Model high C. Retopo for low D. UV low and bake For hard surface/props a similar workflow is usually used: A.…
Hi, at first sorry for my english if you find any error. I´m working in a character and I´m having some troubles with the normals baking in some areas.I´ve started with the high poly sculpt, followed by the retopologized low-poly. The cloth has a sewing lines wich separates the diferent parts of the pattern, and the main…