Update# I have been working on the details of the face and body; here is the progress. For the face, I have used different references to understand his prominent facial features and try to achieve likeness from there. I have also optimized the topology of the clothing for SubD in ZBrush, added thickness, and enhanced the…
Hi! By "overall creature shape is a bit too artificial", I meant the rats placement look like a pattern. Combined with the deliberate placement of the other elements, it looks less like an organically grown creature to me. I mean this could be an intentional choice, like the rats just being a very disciplined bunch :) Cool…
@Dmorgan Absolutely not too late! Glad to see you're keeping up with it and working to get it all finished. =) I'd say you have a good shape going on with everything in place. At this point, I'd just refine the texture work you've got with it. Right now it looks like you're using some noise textures but I would recommend…
I guess Substrate is the solution for having metal partially blended with non-metalic surfaces like dirt and paint without the problems the metalness workflow had with such blended materials? But what workflow and export settings would you use for Substance painter > UE5 substrate to get the correct effect?
Thanks all! Softz: Nah, Adam uses an insert mesh type technique, I believe. Mine's all fibermesh. Not going to lie though, he made me want to up my beard game. ncav: Just a bunch of fibermesh chunks, chances are that I'll remake it in bigger planes for realtime. Just been doing some costume exploration with concept…
Funny thing, I always wonder the same thing, what happened to non-violent games? I know I'm not normal in that sense, but when I was a kid pretty much all video-games I played were non-violent. I think the first violent one I've seen was Duke Nukem. Anyways, for the best non-violent ones I think you'd have to go back to…
Interesting thread! It's a product for a market thing, european religions and myths have been around in our western culture since forever, so everyone have some kind of connection to them, even more so the bigger ones like the greek mythology. In general we're just scratching the surface, there's a million myths out there…
tbh the issues in first post look like a triangulation mismatch between baker and renderer to me. put that turn to poly limited to 3 on top of your stack and use that to bake and rendering (in engine, or max) and as long as the tangentspace is synced (ie. MikkT) it should not happen like that. its a bit odd as it looks…
Really strong work, @Avelyne, she's looking quite nice. I'm really liking the slightly exaggerated lip in the interwoven armor pieces. Helps give them a bit more weight and should help keep them from being too subtle in your textures and normals. I'm gonna go ahead and second pretty much all of Alemja's suggestions. I…
so progress on this so far. Here are some test renders. Looking to get feedback on my texturing. I'm going for a used look, not completely destroyed/damaged. Just a few years old maybe. I also would like to know if this is in the direction of being portfolio quality game asset. as that is my ultimate goal. I will post the…