Starting this sketchbook with some practice for lighting and composition after marathon playing Dead Space 2. It's just various tubes and and grating copied in an array and then bent, with a swat officer model ( www.blendswap.com/blend/5711 ) made by Chaiwit Jarunyakorn. Critique is quite welcome.
Hey, any chance you can put up some of these 4x4m materials you keep mentioning? Or updating megastudio to blend materials more effectively. Most of the scans are fairly useless for us mere mortals without some of these functions. Cheers!
Plain and simple yin-yang blend of Greentooth and the Marmoset marmoset. I hope you all like this, and criticisms would be helpful. - 3 colours (not sure how the rule applies to gradients) - logos, names, dates n' places
Yes - when I make things for an offline renderer (like mentalray) I don't use nearly as many unique painted textures. It's all about blending together tiled textures in various ways.
Can you use 'fade out' Paralax Occulsion Mapping at a distance, so it only has performance impact up-close? Or does it stay active even when you use a distant blend?
I changed the hair once again to a darker tone to make it blend, also fixed the seams. Also adjusted levels and tones a little but not too much. Now I'll rig it, pose it and I think that will be it!
귀하의 의견을 입력하십시오 = "Please enter your opinion" Please translate into English language. You will receive more help. The leaf problem is caused by alpha blending. http://wiki.polycount.com/wiki/Transparency_map#Sorting_Problems
Those sketches are great! A lot of character in them :D Your textures blend together a bit too much, you need some contrast, slight saturation and highlights to give them some "pop"
I provided multiple links that go over this topic with different implementations. At the simplest level, 2 textures with alpha blend achieves the idea. Once the basics are understood, getting fancy with geometry is the next step.
I don't know about game engine, but it should be the same, you need to sculpt your wrinkle and bake them, and them use a layered texture to blend between the two normal / displacement map