every pixel in a texture represents coverage of a certain area. if you're at a texel density of 512px/m a single pixel covers approximately 2mm square.
2mm is significantly larger than a particle of dirt so you cannot represent each particle accurately. Because of this, each pixel must represent the average amount of dirt in a 2mmx2mm area. This is absolutely going to be some sort of grey value unless the area is completely clean or completely dirty.
This does not mean its ok to use a semi metallic value to represent car paint or solar panels - those need proper shaders - it does mean you can use grey values to represent partial or thin layers of dielectrics on top of metallic surfaces and its not even a hack.
The suit is 97% complete! The only thing left to do is give him a belt pouch, then I can move on to either making the render mesh so he can be textured and animated, ORRRR sculpt Jim himself. I’m leaning towards Jim because sculpting is more fun, but we’ll see what happens. Lol
Indecom
pior






This is all just a form of procrastination.
Hyper-analyzing tools instead of doing work. If saving time was the true motivation, you just ask people who do this stuff all day and do what they do.
Focus inward because there are endless improvements to make there that will boost your productivity 1000% on a daily basis. Focusing on tools is almost useless unless you are already operating at your own max capacity.
I mean, using right tool for the job is key but if you are talking about algorithm one modeling software uses to boolean versus another, it's pointless.
Alex_J
Hey everyone,
Finished my project of the first environment. Started in February and i'm done today! It was done in Unreal Engine 5, those are screenshots from the high quality screenshot tools (I don't know why but I cant quite get the movie render queue to work)
I'm happy about it, as I've never really done something 'semi realistic'. Also I was much faster on it than my others projects. Really enjoyed working on it !
The window part is the main area where I think it could really use more work, the opacity/glass workflow from substance to ue5 is a bit confusing, not sure if it's due to ue5 early access and the problems with lumen/transparency
More pics/lighting on my artstation : https://www.artstation.com/artwork/YKOrx6
efwfew16
Well, if you are interested by the interaction method of a certain tool from a certain app, and if you wish to see it ported to another application of your choice ... then the course of action is not to dream of someone making charts comparing everything, or to hope that someone somewhere will magically create "objectively the best tools".
Instead just sit down and get to work by doing a tight design document, and get in touch with a tech artist you can hire to make that tool for you (if that is even possible with the interaction API of the software of course ... and if they are interested in what you are trying to do in the first place). That's about all there is to it.
pior
I think I'll put some more time into this tomorrow to get closer to your reference.
Daniel_Swing
Not exactly recent, but I've been making some stuff for Path of Exile 1&2 for a little over 2 years (wow where does time fly)! My portfolio has been entirely neglected. I will come back to it...
Here's some MTX! Interesting transition from indie to AAA, I'm pretty sure I can do better by now. I was responsible for the concept/design and highpoly sculpts.
zetheros