the usual solution i know would be using a parallax shader to fake the depth of the diffuse shading , while keeping the normal smoothed or bumped outwards so the highlight doesn't break on the edge of iris and the rest of the eyeball. a second normalmap to drive the diffuse shading would also be possible
Its a very small image so it is hard to see what your problem is, but are you sure it's just not the shading? It looks like you've made a completely different shape afterall, so I would expect the shading to be different. You could always try smoothing the area.
look forward to seeing the Tiger revamp,since you are a proper hard surface modeller :) the good thing with uv mapping the bevels is that blender does a reasonable job of it and IMHO Eevee does a great job with car/shiny shaders . There are plenty of procedural approaches for the camo pattern , using 'object 'rather than…
Hi all, for a university project I'd love to achieve a rendering style similar to the project overdrive trailer from lol in unreal engine 4: Right now I have no idea where to start with creating something like this. I would guess it's something like handpainted textures with realistic metalness/roughness and somehow a kind…
Hey to all, This is a question that is most likely geared towards engines and it very dependent on them, but I thought of asking it as a more generic question type of thing. Is there a way to have a mesh (lets call this skin) and another solid mesh (lets call this bones) layered one into another (bone is under skin), and…
I have characters in this game, I want to have their normal healthy textures by default but as they get shot and beaten over time, I want the texture to slowly turn into a "damage" texture like all cuts, bruises, and gore showing. Similar to how Mortal Kombat: Deadly Alliance/Deception/Armageddon did it as the players get…
Thanks for this! The official glTF Sample Viewer currently has some problems with rendering normal maps properly, I suspect their shader just needs to flip the green channel, but there are a number of other rendering bugs there so I've simply stopped using it as a source of truth. I suspect Unreal could be spending a bit…
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Hm, interesting. I think the image in okidokis reply shows the principle well. What does the normal map and the shading of the lowpoly look like? Any gradients? You can also share the files if you want them looked at.
Hello all, I thought I should share my new video about my top 20 shortcuts or tips and tricks in 3ds Max. https://www.youtube.com/watch?v=C0bTDLHOBoQ Share your thoughts. And also, share your top secrets in 3ds Max that could help others for an easier 3ds Max life.