haven't tried the following myself but the two sided foliage shading model, compatible with engine versions 4.7 and later looks like it might be helpful? Particularly the settings in the Opacity mask from the "UE3_to_UE4_Transition_Guide": Materials "Soft Edge" for Particles and Translucent Materials ( like hair I spose...…
Thanks steve, I have been doing box modeling for 1-2 yrs. Maybe a few months with ZBrush. Each piece I make usually take 2-4 weeks, some only sculpt, some are full game-res models. I agree with not hiding the face with a mask though. I will see if I can make the mask half hanging, maybe wind blows it open or something, to…
6 and 7 are actually your two most generic designs. In general anything with a helmet or a mask (unless they're "standout" designs, like the skull masks in Army of Two, or the tri-light Splinter Cell mask) will usually be read as generic because they're essentially "faceless". There could be anybody in there. You could…
I like the style of your textures :) Here's what I would (and will) do about the repetition problem: Make three different dirt masks and add them to one single texture by plugging one each into the R, G and B channel of an image. Quick example: You can then use the channels of that texture to make several material…
You could probably reduce the polycount to 8k without losing any visual fidelity. Those bumps on the front plate do not need to be modeled into the mask, they probably should be floating. There's a lot of edges and loops that should just terminate because they are not adding anything to the shape or silhouette of the…
Well, it still doesn't make any sense. Do you know what the object world pos is? Right now you you just darken the snow mask and the snow mask is completely black at X=0 Y=0 Z=0. You have your snow direction parameter already transformed to world space (I suppose/hope), just dot it with your rock normalmap if you have one,…
In 3dsmax I've used a blend material (rock and snow) using falloff as a mask set to World Z, Towards/Away (so it lands on the tops of the objects). If you set it up right it will obey the bumps. http://www.docstoc.com/docs/13492996/Making-Snow-in-3d-Studio-Max This is also handy for getting dirt and dust on the tops of…
Hi! What kind of object is this? Probably the cleanest solution would be to fix up the highpoly and re-bake. If you want remove the edges in the normal map, you could duplicate the layer and blur it until the edges are no longer visible. Then mask in the blurred result on top of the original normal map. Of course the…
yo, its been a while since i started a new thread started this thing in zbrush a few days ago because thought itd be a good idea to do some more normal map work. max render the mask in zbrush shot of the torso in zbrush here's the start of the low poly in max. im still working on the high poly in Z, but i felt the torso…
Hi there! I'm currently a student, in my third year at Hertfordshire. Will psoting anything and everything that I'm working on* Any feedback is greatly appreciated! *when I remember to post Current Reel: [vv]112746780[/vv] WIP shots for my graduation film: Shot_08:…