Hey guys, Ive written a quick mini-tutorial for pulling cubemap and portrait background content out of the Dota 2 vpk and into Marmoset Toolbag 2. First off, a big thanks to Drew Watts who helped me out with some of the info here. What you will need: 1. GCFScape 2. VTFedit 3. Marmoset Toolbag 2 4. Adobe Photoshop or…
Hello, everyone and anyone who is willing to help. I posted a similar topic awhile ago for GML model conversions, and have subsequently been able to port those models to GML - thanks to the help of the user "monster". I am now porting my models to other gaming consoles, and have been able to export every model in the past…
As with all other topics, this is a work in progress topic for my CS GO Weapon Finish contest entry AWP - Machine The design was originally inspired by two photographs posted just below :smile: The first step was drawing an Abstractified version of the terminator face using a technique somewhat like in the first picture,…
Looking good so far. I like the variation in bricks sizes. What software are you using to create this? I'd like to see more height for the bricks, they seem fairly flat. Also would be nice to get some chunky variation and cracks in the grout, like in the references. The bricks with chunks taken out of them seem to be…
UV's are love. UV's are life. Disclaimer: I haven't scaled the UV's to be consistently sized as of yet - I prefer to leave that until the end, once I've figured out what faces can be deleted, mirrored, etc. And, while I was thinking of of putting this next slide in when I got around to Normal Baking, I figure that putting…
Well, you can, though that's not really the point of the paintover...I'm trying to show you some ideas about changes to the facial anatomy. To break it down: -Eyes: The iris's lighter side should always be the opposite of the light direction as its a concave surface (normally light will be from above, yours is from below).…
Hi everyone. Thanks for the encouraging feedback. I just wanted to explain a little more regarding the blurcage. The basic idea i got while reading "Shader X6 Chapter 3.4 Per-Pixel Motion Blur for Wheels by Damyan Pepper from Black Rock Studio". It describes the concept of a radial blur very well. They use a cylinder as…
@Milly - Widening the hips made a world of difference. I've made the hip bone more prominent, but it's quite a balancing act not to make her look anorexic from certain angles. Also I've definitely blown her breasts up a bit! Although at present it looks a bit too much perhaps? I think once the fur/feathers are placed on…
I think the op meant for the artists how the two will compare, and in my opinion things will pretty much be as easy if not easier. In fact I think a lot of artists already work with heightmaps as well as normal maps, even without the tessellation. The way we get heightmaps is pretty much the same deal in terms of workflow.…