Quite a nice piece, i like the armour design quite a bit. The main thing that stands out to me is the SSS as areas are translucent that shouldn't be, which gives it the latex mask Johan described. Perhaps you could make a greyscale SSS mask to control that better. What did you use to render?
Hi, I've created a frag shader that is suppose to read a second uv channel and mask for it to be used/blend with current available Albedo. For Marmoset Normal and detail normal does the job needed for second uv channel which works with my uvchannel 2 mask, but more focused on Albedo and trying/wanting to make said shader…
I have just noticed something odd as I when I make a patch with the pen tool, then turn it in to a selection I get horrible jaggies. If i turn it in to a layer mask or clipping path, then I get a nice clean mask. Is this a bug as I prefer to just turn the path to a selection on the whole. Document size is quite small 512…
Face looks manly, especially around the Jaw/Cheek area. Try to pout it more, and give it less angular features. Her arms look wobbly, too much silhouette change in parts of the upper arm, or increase the size and add more muscle mass detail. Her lower body isn't working too well with her upper body. It looks like she has…
<p>Hey @Fabi_G and @pior,</p> <p>Thank you so much for the detailed feedback. I really appreciate the time you took to write all of this down to help me out.</p> <p>I have to admit, the comparison with the MGS3 boss caught me a bit off guard, but I genuinely appreciate your honesty. I know your intentions are good and you…
Mark brings up a good point (which is applicable to any type of employment you may be seeking): do your homework & ask questions! I'm neither pro-OP or anti-Rockst*r, but after reading this I can't help but realize the importance of asking questions at an interview. And I'm not talking about dime-a-dozen questions like,…
Continuing with the materials aspect :) What helped me figuring out the wears, scratches and damages was looking at the photos of machinery and just trying to pinpoint exactly what is what (sort of a CSI approach :D ) so for instance find an image of.. lets say pipe valve, and look at every scratch, discoloration, dent,…
Hello! I'm Nick Dimchev, a character/creature designer and digital sculptor currently looking for remote contract or freelance opportunities. My experience includes designing and sculpting toys, action figures, collectibles, miniatures and terrain for 3d printing and mass production. Currently focused on the board gaming…
am i correct in thinking your using the second channel alpha map as a mask level? yeah its pretty fucking slick, always wandered if uncharted 2 used something similar for their snow pass, only i thought they were using normal info like perhaps blue channel as a mask..
Next update will add a coverage feature to the cliff shader By taking a top-down screenshot of your terrain and pasting it into an image editor, you can paint a B/W mask of where the coverage effect should show. This mask bitmap can be assigned in the scene's CliffAppearance script, which will apply it to all rocks.