Hello! My name is Alain Berset and I am a freelance Character/Creature artist from Switzerland working remotely. I am specialized in Game Ready assets. Here is my Portfolio: http://www.alainberset.com Quick overview of my competences: -Character/Creature Design -Character/Creature Sculpting -Retopology -Character rigging…
Hi! Yes, I am almost a 100% sure that it was this checkbox. Give it a try, If you don't have any other performance issues I think it should help: I finished this project by the way, In case you feel like taking a look: https://www.artstation.com/artwork/xYgKyO
Hello! My name is Alain Berset and I am a freelance Character/Creature artist from Switzerland working remotely. I am specialized in Game Ready assets. Here is my Portfolio: http://www.alainberset.com Quick overview of my competences: -Character/Creature Design -Character/Creature Sculpting -Retopology -Character rigging…
It's the correct behavior, there's nothing wrong here, and no, a normal map shouldn't look "correct" when displayed as albedo . It's just not the system it is meant to work with. A normal map encodes a direction aka normalized 3d (XYZ) vector for each pixel with its RGB value. For instance 0 = -1 ; 128 = 0 and 255 = 1 So…
I've been reworking this piece a bit based on some other feedbacks I've received! Been working on the rendering in unreal and tweaked my roughness and metallic values a bit to have less harsh variations in the metal. I also lighten the metal albedo up a bit and homogenized the values between the different metal parts so it…
EVA GREEN Portrait. This was a very challanging project for me as i had to learn lots of new techniques and software to give justice to my artworks. Since its my first complete portait prject so there are lots of room for improvement. Modeled in ZBrush and skin details were from Texturing XYZ using Mari. Skin texture was…
Hi I'm currently running into a problem I'm confused with. I've been experimenting with the Texturing.xyz workflow, specifically this one - https://texturing.xyz/pages/killer-workflow-using-xyz-and-zwrap - and the base mesh head I downloaded to test with looked to be using multi tiles, so it had two UV sets. I've read that…