@Eric Chadwick Thanks for the suggestion, I've tried handplane before and it's an extra step I'd like to avoid in my workflow. Didn't try it on this problem, so not sure if it would fix it. I gave up years ago and moved on to Marmoset and it has raytracing now so no need for Arnold lighting anymore.
So far I find it best for doing various edge masks just on top of a final normal map . Tried to make it work in Painter but as always it's weird and never same , works only on square textures i.e a dead end. Want to recreate it for Blender shader editor. I see it sort of shift iteratively in x and y positive and negative…
CP:Incursion is looking for artists to come and work on our newest level, Streets! Profile ____________________________________________ Name: Streets Status: In progress Location: Munich (Central) - Germany Scenario: Intelligence has reported a group of well trained Mercenary's have been hired to do a bombing attack in…
I am still paying my own Photoshop subscribtion but haven't found anything useful in it for very long time. Curious about "shadow re generator" as a way to get rid of shadows for de-lighting albedo but very much doubt it will work . And it's in a waiting list for forever already. Tried today their sbsar support for…
NPCs for the game "The Mobius Machine" from Madruga Works https://madrugaworks.com/mobius/ The action takes place on the Isolaria moon, a world barely colonized by humans in the past and infested of vicious local species which the player should fight while explore the abandoned facilities of the colony. Some of these…
Hello, I'm making a game asset that is going to (essentially) be an open container full of 'rubble'. I have the container modeled and had planned to use cell fracture (on a cube or something) combined with some rigid body physics to fill the container in a natural (ish) kind of way. Most of the pieces will be mid sized.…
Hello, everyone. First of all, I want to apologize beforehand because English is NOT my main language, so forgive me if I get mistaken in something here. I am looking for some feedback and critique on my portfolio. I considered myself as a character artist and I really like the things I do and I am really proud of my…
THe first step you should take is to clean up the seams. For instance there seems to be a sharp edge down the center of the forehead which can be seen in the 3/4 view. Also, the edge of the ear should be thickened as it currently appears to be sharp. On top of this I would recommend reading about the underlying anatomy of…
Don't know what's happing but, the things I usually try is to fuse the point of the spline, that way they are 100% on top of each other. Also it try to convert your spline points first to corner and then back smooth / bezier corner. Have you tried playing with the steps / interpolation of the spline itself ? Also if you…
Got a lot more done today! I tweaked Jill's hair and eyebrows by adding more cards for flyaways and added depth. I started working on her body and got the low poly of her top textured with both clean and bloody variations. Next step will be getting her arms and gloves sculpted and creating a bloody/dirty variation of her…