Yeah tutorials are pretty useless in my opinion. Use them for reference to do particular things, but its not really worth following them to the letter. To do that plane Just find the nearest primitives to the shapes, then extrude or substract the surfaces, create more geometry, then move the verts one by one if necessary…
Hey guys, I'm just wondering if there's a way to fix the falloff from Alpha's in Zbrush ? Whenever I make a black and white image in which black is suposed to substract and white should stay constant it still raises an area around the black parts. I've been trying it with the inflate brush, on drag direct and makes my…
My main criticism is the texturing looks and feels more procedural than intentional or natural. The PBR metalness workflow does have some issues with the transition between metallic and non-metallic which you can see on the model, Substrate materials in UE5 does handle it much better, or the specular pbr workflow in…
@Boosted24v Not a problem, you're welcome. You're definitely on the right track. it's just about finding a process that works well with your available tool set and getting those fine details down. There's many different ways to approach creating the base mesh. Some artists prefer non-destructive workflows and others are…
Sorry Perna, not a very good writer :( With radiance's latest post I think I have a concise breakdown now. @radiancef0rge That's what I'm saying. In the original implementation the metalness workflow is a 2 or more BRDF layered material setup. It lerps between a metal BRDF and a dielectric BRDF artists define, after both…
Brygelsmack: Thanks mate! My older work wouldn't probably fit in here, since that was way before I could model anything ;) sltrOlsson: Thanks man! When I'm sculpting I tend to rely on a very small amount of brushes. In zbrush, I tend to use Standard, Smooth Stronger, Trim Dynamic and High Polish. I tend to use Trim Dynamic…
I think I figured how to do it. I even captured a video to show you but it's almost a gig heavy so it'd take ages to upload anywhere. D: I'll try to explain (without screenshots for now, sorry), it's almost 2 a.m. so maybe I won't be too clear, IDK if I'll tell the basics too, probably lots of stuff you know but I must be…
Thank you for your response. I read somewhere that the texture stacking (combining) process is something the "engineers are looking into". I don't recall where I read that exactly, but it was from an official source at allegorithmic. I think that feature would be huge. I was given a suggestion to change the effects layers…
WORLD MACHINE TUTORIAL Anatomy of World Machine Nodes Heres a quick description of how a World Machine node works so that this tutorial can make sense. Basically a node is just a box you plug something into and get something new out of based on the calculations of the node you used. Some nodes have an option for providing…
Next update is done! I have the second bark type sculpted and painted. I'll show some other kinds of peeled bark when the other aspen trees are done. I also have the trunk in the game with the method of mixing the barks all figured out. I'm using a combination of the vertex groups and an image texture to do the masking. I…