i will be brutally honesty here... looking at your work it seems you have not studied anatomy that much if at all. all of your works look like stylized, but to be semi-decent at stylized you need to be decent in anatomy first. the typical stylization in game art is simplification of realism and often with exaggeration. so…
I've tasked myself with trying to recreate one of Ruxing Gao's brilliant environment concepts, 'Rosy Land and the Golden City' https://www.artstation.com/artwork/A84nW It's my first time recreating something from concept so any tips and critiques I'd greatly appreciate. As of now I've completed the blockout and rough…
Agreed with stray. Maybe share your reference if you can? For the ears, it looks like light and shadow or the perspective might play tricks on you sometimes, e.g. I've never seen the depression in the Y-shaped antihelix go down as far as in your second to last model and the last one looks a bit strange from the side. The…
You can nest Blend materials. Metal Material + a Rust Material into Blend Material 1 using a grunge mask, then plug Blend Material 1 + a Paint Material into Blend Material 2 with an OSL mask for paint wear, etc.
Hello, When I render to texture in Max to create a billboard texture I have the problem that the masked parts of the material render black instead of showing what was behind it. In this case you can see the tree bark can't be seen behind the leaves through the masked areas. What am I doing wrong? Thanks!
I'm building a composite material in 3DS Max and I'd like to add a MASK to a layer. I'm wondering...does the mask need to be an entirely separate image? Or is there a way to plug in the alpha channel of let's say...a targa or another 32-bit image? It doesn't seem very resourceful to need to create and use another image.
Go to your lowest sub div and unwrap so the UV's on the side of the cylinder match your image (Best way is to export and uv in a 3d modeling program). Then and you need to do is hit the mask by alpha button in Tolls>masking.
Its depending on the size of the pattern.For the big one that you showed now, I would use polygons because a mask would be pixelated at that size.For the smaller that you showed earlier, I would use mask, or simple unique texture
ID masks need to be very sharp to handle the transition between materials correctly. You can improve the results though by adjusting the "mask from ID color" options and decrease the hardness We may add an antialiasing option later on.