@PS_Leoluch LOVE the moving shadows on the foreground. Something I noticed was the flags moving a lot slower than the leaves. I know its a heavier object but just thought I'd say sum
Environment Artist Louis Monnery breaks down his Searock Cliff material. In this article, he covers ref, organic crack patterns, converting masks to detailed height info, micro-surfacing, colour variations with lichen & leaks, roughness & rendering.
https://t.co/qNEb1ELDRD
@PS_Leoluch@JoelDoorman Oh so you get a free AO mask to use. That's sick! I assume this mask is used in blending textures on top of it. I will have to try this. We're working on a fairly similar project so I love staying up to date on yours
@PS_Leoluch Ah I see. I should test it out with more extreme examples. In my current project, I am feeling the limitations of relying on normal maps for the detail I want. And oh ! okay cool! I was wondering if tileables in zbrush was common practice
@PS_Leoluch@JoelDoorman Oh I assumed the colors were for ID maps. I've never done AO baking in engine so I kinda don't understand that part about baking onto the R channel. I will look into it
@PS_Leoluch Ah I was assuming the camera wouldn't get that close. I suppose for a closeup like that, actual geo makes sense. For something repetitive like bricks (sculpting), did you plug in a rough designer brick material to get it started? I tried it out and got good results
I've been cookin up some projects at school for a long while. I have 2 projects twitter hasn't seen yet. 13 hour days are gonna be the end of me I fear ๐
@PHRISK3D Can I ask what the normal map looks like? Whenever I try to go really low poly the normal map has crazy gradients on it. Is that something that's only fixed by using hard edges?
The Ravenqueen, the duskmaven , the matron of death.
My latest character is the godess of death from DnD. I was massively inspired by @matthewmercer 's amazing portrayal of the character on @CriticalRole and really wanted to put an image to the mystical character. ๐ฆโโฌ๐ฆโโฌ