Hey, looks pretty good. One thing I think you could push a bit more is the texturing. Some areas are lacking detail in the albedo and either look blurry or too smooth. In your gloss map I'd push the material definition more. Areas that are harder should be more rough, like the thorax, but in general I think the insect…
If you're using Arnold 5 then there are is only a single map for the flesh. The shader soesn't use the 3-layer method. Arnold 4 used the ALsurface skin material which was a 3-layer setup, but the ALshaders won't be ported to Arnold 5. The way the new A5 skin works is that a lot of your spec/rough detail comes from your…
Pushing forward is a great idea. Your flat greys are really throwing the lighting off. Can see how your stonework could use more lighting, but throwing more lights at it is overblowing your whitebox materials. You might consider tuning your white material in the meantime so you can pump up your lighting. Other than that i…
there's one historical reason and one physical reason to use colored specular. On one hand using the inverse of the diffuse color is an acceptable way to combat gamma incorrect shader pipelines. But that reason sucks and i'll have none of it. The other, "proper" as you call it, way of using colored specular maps relates to…
Brick material WIP For my final year project, I want to rely less on megascan's materials and instead make some realistic materials from scratch using substance designer. Please give feedback. I'm trying to get the AO, Height and Normal spot on before I start texturing, this is what I have so far I masked out the parts of…
Trolls!!! I bought the game day one. I wanted it so bad that when Steam was having issues (as both basically launched at the same time) I ran out with my roomate Sean and bought the game on disk despite being poor and wanting to heavily support the advent of downloadable PC games. Frys Electronics in Tempe Arizona. You…
Good progress so far. Crits: -The stone wall looks weird. The gaps between the rocks are pure black. Should probably work on that a bit. Also doesn't look like you used reference for the walls. From a glance, all the stonewalls I saw were horizontally stacked rocks, whereas yours seem to be a wall texture wrapped around…
I'm not gonna lie it is very enslaving, but still I'm finding hard to find a job, so it looks tempting. I guess I have to redo and focus my portfolio in something specific and then be back to sending resumes
Hey :) I'm working with a non square texture ( for some reasons, I have my trim + decals on 1 texture 2048*4096 ) However, each time I want to place a strip on my trim, I have to go in the modifier Unwrap UVW > select my texture in the list > go to the Options > specify 2048 * 4096 Is there a way to be faster ? Is there an…
whats_true: I'm going to try to make it look like something that people would actually use. Maybe not very tidy people, but at least people who take the larger bits of gunk off when it gets dirty. SupRore: This was very good advice. The specular isn't terribly noisy and there's still a lot of detailing that needs to be…