How are textures like these made? in particular character textures. I can see that it's not a real image, but it looks pretty real. But too real to be drawn from memory at least. Do you have a real image in let's say layer 1 and then draw it in layer 2? Shitton of filters involved?
Sometimes it's from 360 degree pictures, then photoshoped, or just realisticly drawn entirely from photoshop with a combination of 3d modeling rendering like giving a sword some wear and tear and exporting that as a diffuse/normal....etc....
>>507421 It's absolutely not too real to be drawn from memory, because it's not drawn from memory. It's just how the face turned out based on common rules about facial anatomy and skin texturing the person has learned. You learn how facial feature work so you can recreate them and add variance, and you learn how to paint hair texture, skin coloration and the finer details or skinn coloring and then go wild with those concepts to create essentially a new human being. It might sound daunting, but with a lot of practice,... Comment too long. Click here to view the full text.
Trying to implement vector displacement mapping in UE4. The thing is I am pretty new to UE4, so I can't seem to find the type of node in the picture I have circled in red. It appears to be a parameter node, and it seems important, but whenever I search for nodes, it doesn't pop up.
I have a few years experience 3ds max and am decent with Maya.
I now want to get into modding and experimenting with game engines but I don't know where to begin, any advice? What modding tools or engines would be friendly to someone who is used to 3ds max and maya? Do i need to dl tools specific to a game (say, the witcher 3)? Even pointing me towards a website or tutorial would be much appreciated, thanks
Ayy /3/ i'm new to Blender and 3D modeling stuff. I wanted to make something easy and learn basic things and so i made lightsaber. It's only my 2nd thing i made so it's not perfect. Everthing is fine but blade (light) isn't blurred around like on a normal lightsaber. I didn't find any tutorials or if i found they weren't what i need. So maybe /3/ can help me? Don't hate pls :D
>>507247 Thanks for feedback :) It's not original image because i sent it through Facebook and saved on my phone so it may look diffirent. Original one had 4K resolution which looked pretty damm good and has 500 samples. I will try 750 or 100 and melt my GPU for best results x)
>>507229 no one rigs and animates any high poly assists, that would be a pain in the ass. they use high quality/large normal maps and you can rig/animate in zbrush, zbrush is a sculpting software you gotta use maya/3ds max/c4d/ or blender to rig and animate
It's a cheat method to model specific faces, but FaceGen was great for making recognisable models of celebs or real people. Now it's looking very out of date and I was wondering if any newer versions of the same method were around. I've been trying to find out myself and come up with nothing, but it seems like building models from photographs could be done much better now.
>>507204 Photographs are ambiguous information sources. You can't really perfect an algorithm to extract accurate information about shape from a single photo without building what amounts to a strong AI that understands what it is looking at.
If you have stereoscopic images the parallax should allow one to algorithmically extract a very good estimate of the shape tho. But I don't know the name of any such tool.
If I remember correctly Blender has an option to edit topology while maintaining the UV texture intact. Maya's bonus tools comes with this feature as well. 3Ds Max most likely has it too. I forgot how's it called exactly.
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