Awesome work! Nice modeling that must have taken a while! Behold the power of spec maps and bounce lighting! ha ha! Never worry about how fugly your high poly UV's are, they don't need to be pretty, just pretty functional =P As for everyone wondering how to unwrap high poly, you already know... Just do whatever works best,…
Alright, submitted !! Taking screenshots for promotional art, doing thumbnails, and writing descriptions took much longer than I first expected. It's interesting how big a part of the process it actually is. Lesson learned for next time ! In the end I had to split the whole thing into two collections, as it would only let…
You can also vertex paint/ID paint your mesh before importing it into Substance Painter. Its really quick and easy and doesn't leave you with more than one material and only the UV spaces you need. Just make sure you pick the right ID map when baking in SP
Dear All, I have a little confusion with xgen expression editor. I saw a lot of example, and read the autodesk pages but I don't understand how is it works. I would like to color the hair by primitives, but I can not find any variable in related to the color of the primitives. I expected something like this:…
sup guys, i have been working on a 100 percent custom multiplayer map for UT2004. right now i'm trying to get a single material id setup for for a rocky cavern type mesh to sit outside windows to give the illusion that the level is inside rock. my problem is that my mapping coordinates are not being saved in my ASE file…
I would push it further than life is strange did it, but still notice how the shadow beneath his chin is reddish hue instead of the darker brown: Even here - the red from the cheek is almost the same hue as around her jawline: You can see it a lot more pronounced here in Spiderman. Especially the ears, but also nostrils…
Hey @Araka this is a great start. As Eric pointed out composition would be a great start for you. 1. Have a clear understanding of where your focal point is. And then expect to guide people towards it. 2. A good general rule of thumb is "the rule of thirds" - it means that your focal point should fall on a third of the…
I've been feeling discouraged from making stuff and posting, but I'm trying to make an effort again. The main issue with all my models is inability to adequately pose them: they have a tendency to break in a way that I can't quite fix. The legs become too short for sitting poses, the arm twists break silhouettes, the…
Hi! Your sharing to little information. What do the texture sets look like, how many are there (cornea separate from eyeball?)? Are you applying the texture to the correct set/ material ID? Does the mesh have multiple UV sets and the wrong one is being used? Ideally share files, then your issue can be reproduced no…
No feedback so far? I love it, it had a ton of potential! I really enjoy how organic the first shot feels. In conparison, the straight lines from the palisade and the road entrance feel pretty off.. Especially compared to the round organic house shapes Id try loosening thah up a bit. But its tricky you want the area around…