I'm trying to paint on this ant creature's eye, which is already well-defined by the high-poly mesh. To paint only the eye shape, I could painstakingly follow the edge of it on a low brush size, and then fill the rest later. But I was wondering if there was a way for Mudbox to detect the crease in the geometry, and do all…
Hey guys, first time I was trying to understand metalness PBR workflow. As said on marmoset toolbag website , "The metalness workflow on the other hand, uses the albedo map to define both the diffuse and reflectivity content" however when I apply albedo to my model in Toolbag2, the speculars doesnt change at all while…
Dont know what happened, usually I get distracted trying to do one model, and here I wip'd 3 in a week. Based on Amano's original designs, especially the super deformed ones, I give you Locke 1787 tri Sabin 1646 tri Shadow 1543 tri Thinking about doing 3 more. Definately a General Leo. Any crits and comments welcome.
well you def got some resemblance going there, assuming this is dynamesh I would for sure retopo at this point and start working on the lower subdivs and finesse those shapes in there. I wouldn't jump into details just yet. Neck and skull are looking a bit strange in the three quarter view, would take a look at that, the…
If you were concerned about the quality of the auto retopo, you should see them :D But horizontal divisions are more import than vertical ones in the case of this asset because those define the silhouette. I'd try to set it up so it gives a bit more horizontal divisions here and there, and less vertical ones that doesn't…
Thx for the little breakdown Damian! I've realized that my rock sculpts often are to noise, in terms of shapes, and doesn't really have any defined big shapes. That's what's so appealing with your textures! Trying to get something going, a bit wobbly but better then my last.. Thank you :)…
I'm surprised this hasn't got more replies. I think it's probably a good idea of yours to start again to try and get the shape perfect before working on the subd details. I prefer the shape of the head in the concept sketch, it seems narrower than you've got it now, and with more defined corners at the top-front and chin.…
Latest one is a huge improvement. As a whole there's some pretty simple rules, guys tend to have a more defined brow/jawline. If you have a pronounced either of those things, it's going to wind up looking "manly". For some quick ideas, might as well look at Hazardous' portfolio. Since he pretty much does nothing but girls.…
Unreal Engine Height-Blend Shader with Tessellation Here is a landscape shader using heightmap output to generate blending between textures. In the example picture i use grass, leaves, small cliff and big cliff textures. The landscape is tessellated depending on camera distance using heightmaps to define the geometry. The…
Nailed it. I think you have the perfect amount of wear and tear personally. Not trying to be a dick ^, just a little overwhelmed sometimes when people use wear as a crutch to define shapes on a surface. I think in this case, with how clean the bakes are, let the normals and PBR do the work :) Just IMO. Really nice piece.…