I am currently trying to make a symmetrical texture map for my character in Autodesk Maya. For example, I want the arms of a character to share the same texture pattern. But I cant place the UV shell corresponding to one arm on top of the piece corresponding to the other arm because it doesnt match without flip. If Im…
Hi. I've been thinking about this one and wondered if anyone has done any such thing. Basically I want to bake down the finer details of a body scan to a normal map. Then this normal map can be layered over the normal map I'm creating for my character that only has primary details in it, the big shapes like muscles and…
small feedback here: as much as it's tempting to try to shade particular areas, try to resist... use large sweeping shades (almost like ambient occlusion) on the skin, rather than focusing on specifics. by focusing on areas like the ankles, eyes, and nasolabial folds, you're making her look really old. in terms of the…
It makes a lot of sense that Adesk have chosen aistandard and Max's physical material as a framework. Incidentally MtoA 3.2 and core 5.3 just released featuring: New menu Export Selection to MaterialX allows exporting the selected shading trees to a materialx document. It's also possible to append several looks to a single…
sorry in advance if this may sound harsh finished? no way don't get me wrong, the model looks nice, the shapes are cool - the normalmaps seem to work good besides some shading errors on hard anglers, which I assume come from beeing not synchronized between normal baker and renderer? But texture and shadingwise thise is…
Small WIP of my lowpoly. Body Uv'ed and baked (still need to tweak some bad spots with blockers and bake my material mask.) The head is still just the Lowpoly flat shaded too... stevston89: your guy looks awesome with his awkward mustache! Love it! And thanks for the TLoU reference pic. I wanted to find it later and use it…
acidrain: I just thought I'd make a quick suggestion about your technique and approach. You did a bunch of nice work on top of some weak perspective here. Make sure to set up some groundwork first, and learn to draw the face from many angles. Do this before you use color or lots of shading. I'll usually just start like…
Looks pretty sweet. I like how confident the shading is, when texturing females its very easy to make the texture too plain. Having said that I reckon you should start thinking about defining sharp changes in surface angle through tonal contrast instead of using lines as if you were drawing the details. A good example is…
Hello Sandra, I’ve been developing an open-world multiplayer survival game on my own for quite some time. I’m sharing the videos below. https://drive.google.com/file/d/1Hi7rNsz-AkTdwJIg3BVPQp-3iuTAWnF9/view?usp=sharing https://drive.google.com/file/d/1-KHxaRkVj_t6Ahpa35RmHoFRb9uLjqS8/view?usp=sharing…
This is an area I struggle a lot with. How would you texture the green glass shade and a regular cloth shade so that it look realistic when the light is turned on? My knowledge thus far and how I would try to do it is as followed: Substance painter; using the metal rough with alpha blending shader > then adding opacity as…