ror, the thing is i wondeered about the first screens released shwoing malcoom with SSS in his ears. Im quite sure that a engine cant handle this for now, but you use some tricks to make it look like SSS. Thats basicly what i wanted to know. A good example would be also how you make you diffuse maps. As far as i can tell…
One silver lining of all this is that IMHO studios will realize eventually that this push for "always more" (either with or without AI) is just not sustainable. I think we are already at the limit of what it is healthy ressources-wise with the stylized/Fortnite look (and I'd argue that even that is going a bit overboard…
it really depends from what you wrote i assume you would like to work from a high poly mesh and bake the maps to texture it in substance, so here`s a short breakdown. but keep in mind that i can not read your mind and guess what your final model should look like; -model the high poly (subd) -model the lowpoly + uv unwrap…
Bigjohn - Thanks dude! Mmm as far as texture process goes, I'd say similar to what the dota 2 texturing guide does. Except I usually waste more time painting in the directional lighting and handpainting some key or fun parts ;) BoBo - Thanks man I appreciate it! It was great getting to work you with and the rest of the…
-Your portfolio is a lot better than many other student portfolios I've seen, so thats a good thing :) -You could stand to add more breakdowns of the characters, like including a wireframe shot and polygon count. That stuff is good to see and even more important in low poly characters like the ones you are making.…
The reason that tiling is there is because atm it's just a straight copy (handpainted, using the original as reference). I will look at breaking up the repetitiveness though! Thanks. I've turned down AO too, don't know why the default is so high! I've been tweaking lighting over the past day or so, and I've painted a few…
I've been moving this past week, so didn't have much time to update new content on this guy. Fortunately, I'm settled back in and ready to keep going! :) I got the low poly done for this guy after working on and off on it, UV unwrapping, and then did some bakes today. I was very inspired by watching the Zbrush Summit all…
I would think so in regards to texture and material usage more so than mesh. If you want to make it with normals, spec, emmisive, etc you can or you could work in flat diffuse only. Totally up to you. That being said, it needs to still be recognizable as the concept. There are some interesting models in the Env challenge…
That was kinda jerk of you. I think this is a really GREAT idea and that every teacher should create a post and force their student to post on it. 80% of people coming out of school issue is that they narrow their entire field to what people at school think or were good at and they appear in a world where THOUSANDS of…
Alright here are some updates. I took crazy's advice and started building this in UDK with some base textures. So far I have a sand/dirt/rock texture. Taking a bit longer to completely hand paint textures than I thought... how the hell did people used to do this lol. It took my a while to learn a lot of udk like vertex…