When I bring in the surfaces, most of the time they don't line up EXACTLY. I have no clue why a lot of them come in this way. So I get my surfaces correct in Maya, sometimes I rebuild sections/details that need it. Then I bring the files into Lightwave for fine-tuning and rendering. When I get into LW the files are…
No problem! Dithering is well explained in this stickied thread: http://polycount.com/discussion/148303/of-bit-depths-banding-and-normal-maps Basically it adds a bit of noise as you convert a texture from 16 bits to 8 bits. This can be beneficial because when that rounding I mentioned happens, you can end up with pixels…
you really need to normalize the values in your textures. it's really causing your models to light inconsistently from one asset to the next. the mirroring on the corner of the trailer really sticks out. its also plain to see that you didnt do this to save memory, but its in your actual texture page. it's distracting, and…
You have to start to learn how to break down these materials and experiment on your own. Experimenting, messing around with your maps, and just trying stuff is the best way to learn. You are not going to get all the information you need from the internet. Unfortunately I do not have time to make you another example, but…
It might be worth looking into the differences between legacy and pbr shader math. By legacy I, of course, mean lambert/blinn models. I make shaders quite often, for effects and simple things. The approach I use for building up any material is from a simple set of nodes - the core shading, then expand from there. At that…
i'll echo EQ's comments about spec levels & not going overboard! Not everything has to be shiny, or at least flawlessly shiny! some tips: - as EQ mentioned, work Diffuse & spec simultaneously. I will sometimes take the diffuse to about 60% completion, then start honing in specular stuff. When i go full on in both however,…
This good stuff ! Some of what I have to say has already been said but I'll say it again anyways :p First off, that floor is too strong visually, my eyes keep getting pulled to it because of the brightness. I think you should go with a surface that doesn't emit light, it just takes attention away from the model, which is…
Best way to present Character work would be the traditional 3-point lighting technique. Although not that realistic, it shows of the form and highlights the character from the background, focusing the viewers eye straight to the focal point - your character. Basically you have a Key light that sets the general direction of…
Hi guys! Sorry for the silence, I went on a long party weekend in Berlin! My hands were itching to get back at it though, and here I am :) @Mateus, @PyrZern and @tda; -The hair so far has been built with spheres per "blob" and dynamesh, then clayBuildup for the right volumes, a lot of pushing and pulling in the right…
Haven't had as much time to dedicate to this guy as I would've liked but that always seems to be the case with art tests. Currently I have the sculpt close to done but I started getting into details where I wasn't entirely sure how they would bake down - would the geometry hold the normals well? would there be enough…