Thanks guys. I'll have to tweak him some more, the anatomy is kinda wonky as some of you have mentioned. The forearms and hands are meant to be thick, the length needs changing so I'll work on that. As for the mask, there is only 1 good pic of him in the comic, and I dont think its a good idea if I scan it. I've done…
I've run into trouble with a model I'm working on, and therefore I'm asking for assistance/paintover (as suggested here: http://polycount.com/discussion/comment/2555005#Comment_2555005 ) Model: Issues: Does not really look like a girl/woman, as far as I can tell. I've wasted several days, and I can't pinpoint the remaining…
Hi, I assume this is just an updater/patcher as its only 250Mb download? Tried running the installer. It asked where to install and gave the default 'C:\Users\Public\Quixel\Suite'. Unfortunately I'd changed the default install location previously to 'H:\Quixel' but that wasn't detected. So I browse for 'H:\Quixel', the…
Thanks a lot for your input guys. @Xoliul Ok, that makes sense that what matters more in the end is the material complexity rather then the actual vertex color data. @jeffro Instance was maybe the wrong term to use. I was just trying to diffrentiate between when the vertex color data is exported and saved in the model…
I'm not sure exactly what you're asking Vig, but I'll try to explain what I know. Normal maps still require unique UVs in Source AFAIK. There's one example where the normal is mirrored on one of the antlions, but I've not seen it anywhere else and I don't know how they did it. Most of the characters are pretty reliant on…
While this may be a good way to start, i feel like you'de do even better if you baked a RGB mask to go along with these base mats, as unless you always create perfect basemats and have no need to tweak, ever, you'll end up re-creating layer masks manually in the texturing processes. Which would be much slower than simply…
I like it. Glad you added lighting. Now I think you should take the lighting out and relight it again. If it's a night scene it's too bright and the lights are really bloomy. I kind of like the bloomy lights, just tone it down some. Take the blend mask you put on the ground and apply that same idea to the buildings. I do…
I needed to do something similar(raindrops instead of ripples) and ended up doing something a little simpler. I also tried out Sebastien Lagarde's method: https://seblagarde.wordpress.com/2013/01/03/water-drop-2b-dynamic-rain-and-its-effects/ I took his setup for the single texture with normal RG and two masks. Basically…
Did you watch that movie where they fly to the icemoon called Europa? I don't remember the name, but it was the first thing I thought of when I saw your creature. It's a cool alien. I wonder what it looks like with the mouth closed. Only thing I dislike is the DOF, which I presume is a ZBrush render feature? It looks much…
@Krystian_Zem Thanks! The flag was made in Marvelous Designer, just a rectangle with pins on the corners then run the simulation. Then into Zbrush to Zremesh into quads. It ended up being 2k triangles, which is a bit on the heavy side, but I kept it anyways. Additional normal map detail was done in Substance Painter. And…