If you're indoors or have computer nearby of course bamboo or intuos would be more appropriate, but this could be very neat for sketching outdoors, or in the bus e.t.c. But then, if you are planning to make somewhat finished production painting from those sketches you'll still have to go over original lineart, possibly…
It is highly unlikely that they actually use gamma correction as the dota materials do not use physically based shading (for example the diffuse texture has shadows already premultiplied => not albedo) therefore using the linear gamma workflow would just take more processing time for no real reason. BTW using it only for…
The sorcery is gamma correction, because you are working with gamma 2.2 enabled you need to set the import setting of the texture to gamma 1.0. Otherwise it would apply a gamma correction to the texture which would "move" the middle-greypoint of the map. Working with a Normal or Bumpmap with Gamma 2.2 would only work if…
Sharpen and linear filtering do actually work correctly on scaled and biased normalmaps because of maths. Doesn't matter if it's tangent or object space. The normal lengths will change slightly with both filters, but I doubt you'd even notice. Since most engines will have linear filtering (straight up or between mip…
The SRGB option is checked by default for my roughness texture which for some crazy reason is always "Color" even though the file is in fact 8-bit grayscale when I export from Substance designer. So then I go to the texture properties and turn of SRGB and go to material editor and turn on "linear color". It looks like it…
As you can see here, I moved the background professors to the first version, and I'm now trying to put in flat clean surfaces, before starting to polish everything without the lineart. I ran into a problem with the crude lighting on the main character, which I placed on the greyscale layer. I need to find a way to remove…
@ Olli - Note those are linear values that don't have color. You would have to convert the linear values to srgb to use them and then you would have to ad color to that value. Also that is just for albedo which is less of an issue than having proper reflectivity/spec. Also I wouldn't trust anything that doesn't come from…
Hi everyone my name is Daniel, i'm an artist from Chile with more than five years of experience looking for work. my rates: for character full body is 75 USD (lineart+color) for illustration or cover is 150-200 USD (tabloid size) please feel free to talk to me if you like my work! mail contact:…
Mesh standing at 3470 tris, skin using one 512x512 map. Both are finished apart from some minor tweaking. (And before anyone comments on it; Yes, 512x512 is definately needed for the texture map to keep the lineart sharp, it craps out on anything lower. I tried.) I'm making this a high-quality Quake 3 model. (Hey, there…
I'm not sure to understand correctly but did you try the wire deformer? Just make a 2 points linear curve with lock length, then make a wire deformer with high dropoff distance value. It will give you a kind of linear deformer usefull for snapped rotations. I've made a small video a few month ago, hope it helps ( you just…