Hello!I was wondering why some people create the face without following the standard PBR (Roughness/Metalness).It's possible? I mean.. of course you can do it in Marmoset but in a studio it would be possible? And for example, if you have a head where it has some hard surface bake it and you want to use Roughness/specular…
revisited the isoline idea from earlier in the thread - it now has crappy hidden line removal i like having loops the graph itself got a bit wordy but im happy to share if it's of interest to anyone And then if you fiddle a bit more you can get something resembling a solid surface - it looks weirdly like the zbrush…
@killnpc that's a cool idea! Rigging/animation is something I bang my head against every now and then, just to get tangeled up in all those contstraints and animation curves. But one day :P A quick update with the recently "completed" Bi-Monthly-Environment-Challenge to document my process. Used tiling surfaces and a…
I like it a lot so far, and agreed while nomad is cool it doesn’t work for me in a practical sense since the brushes seem to lack the sculpting subtleties I’m used to in zbrush. Hard to explain without going way too far in depth here, but simply brushes work almost exactly the same in zbrush for iPad as desktop version.…
way to much to go over here in a post. a few things off the top of my head... number one thing is nailing photo real human anatomy. you need to show a really nice head with tight detail and correctly proportioned and muscled anatomy that looks natural etc. big dudes with crazy muscles and tons of armor and other over the…
Zbrush once was my only soft for everything. Both sculpting and textures . Nothing procedural but so easy to do textures natural way with brushes painting in cavities and otherwise on prominent things + quick edge masking. To be honest I am not even sure why I switched to Painter and Designer . It's not much quicker ,…
I finally got a chance to sit down and look through your stuff. Took some notes and I went. Here's some general advice and my thoughts on each of the images. It actually takes a while to break down each images so things get a bit blunt in places. Not trying to be mean just tired and moving quickly. You've got some work…
Hi @SebastianZapata, Thanks for the feedback. The building pieces are already using parallax mapping but I am going to increase the intensity a little bit. The dragon is only using normal maps because I was trying to keep a low poly count and parallax mapping doesn't work on a surface that curved. Vertex-Displacement…
Hi! Just some aspects that jump out to me: - The lanterns and poles and cobblestones are too large/thick compared to the human figure. - Parts of the scene look unrefined/blockout-like, for example the hotel building. - Road surface too uniform. Layering, dirt collecting towards sides. - Lit windows don't integrate well.…
Obviously 32 is total overkill for the final result (in game engine or render). But as you might know, when baking especially with normal and AO maps, one often gets nasty bading artifacts which are most visible on flat surfaces. Baking the images at 32bit will most of the time fully remove banding and other such…