Doing some experiments with taking my prop design sketches into 3D and painting them. As you can see below, I'm putting them together and lighting them in Unity. *I'm working on getting some smaller images uploaded, be back soon. *
After spending a lot of time trying to get the normal map right I started working on the textures. Here are two WIPs. Substance painter seems to be a ridiculously powerful tool!
I found this image of a diffuse and a spec map while reading through the vertex 2 magazine and I had some questions about spec maps. I was wondering how they are created as well as how they would be applied in maya? I tried looking it up and I was told that you are supposed to invert the diffuse color for nonmetallic…
Hi, I wanted to ask if this is possible where u can select some faces using a black and white map like the Vol. Select modifier in 3dsmax. Is there anything like this in Blender?
Is there somwhere floating free example of human skin along with model ? I wanted to start working on realistic shader and I it would be cool to get an ready to go model with: 1. Normal map. 2. Color map. 3. Subdermal/Subsurface map. edit: I managed to find this: http://ir-ltd.net/infinite-3d-head-scan-released But it…
I am a dedicated artist who will meet any deadline. I am always looking for work so please email or PM me at anytime. My current website is www.erikshivner.com and it has links to my resume and LinkedIn profile. It also has a way to get ahold of me other then these forums. Please contact me if interested in hiring me for…
Hello all, When I have my model in Maya or 3Ds Max I have no discrepancies or problems along the UV islands on my model. But when I bring the model into Unity I get these funny dark shadows along the seams. I was wondering if anyone has encountered this problem before or could give me any ideas how to get around it?
So, I'm trying to make a tileable alpha in zbrush using the method wear you get a snap shot from the 2.5 canvas. The thing is when I go to use the 'tilde' key (~) to move the canvas about so i can fill in the gaps it doesn't let me. Anybody know what could be wrong or if anyone has experienced this. It's so frustrating :|
Would the glass just be a normal map with specular? -But how would you achieve that distortion/noise? If the glass is the normal map, how would you have the gaps between the green/blue hexagons and the holes within them as a normal map? (do you simply add 2 normal maps in material editor in UE4?) Thank you. It overlays on…