Hello Hibor, I don't have Maya 2016.5 SP extensions 2 sp1 so I can't replicate/verify your case here. Any idea if they might have changed any of the core nodes/prefab groups which are instanced from disk, ie not unique and fully stored in the shader graph export?
I'm really posting a lot more than before, so happy about that! My new computer helps a lot to get me motivated! So this morning after my coffee I made my mug, it's my 1st time replicating an object and 2nd time trying Painter! Any tips are welcome! Real : 3D :
So I went back to the drawing board after taking in some useful advice and did a couple paint-over's to see what I could do. I then went into UDK and tried to replicate them... here are the results. I'm still unsure which focal point I prefer, What do you all think?
Rather than trying to replicate the spline trick in Maya, make use of one of its own features. Paint Effects should get you some nice 2d flats with perfect alpha built-in, so experiment with that. Matroskin, great post. Vig, watch out! Someone's gunning for your "elaborate tutorial with illustrations" crown.
@Tea: regarding the material. I have never been able to replicate it from what UDN has but what I did do was look at UE3 lightshafts and combine the two together. Ill post what I have up later when at home....working on a mac right now and bootcamp refuses to install windows.
yes, very nice work S-S. only the lack of a base/background really gives it away as not being real, you've done an impressive job of replicating the surface qualities of a kit model like that. though it reads more as porcelain almost rather than vinyl, it most definitely looks real. glad you shared it
If this is a games course why are you rendering the lighting? I would suggest a good exercise would be to get one of these scenes and try to replicate it in realitime. For winter I'd go for a cold grey light. It seems you have too many yellows and browns in your light for it to look truly wintery - it looks like sunset at…
And trying to replicate the effect with an illum shader. Doesn't look as good, don't suppose I would have suspected so, but it seems like that's not going to matter, because running the scene with the launder results in the environment map not being applied, leaving the bottle simply a half transparent flat grey. This has…
Try it out! This is the best way to learn, by finding out what does or doesn't work, trial and error. I learn the most from my mistakes. Get good reference video & pictures. Try to replicate a real effect. This will keep you on the path. Look into dUdV, a shader trick for water refraction.…
I'm not sure if you called it stylized just so you wouldn't get criticized but that is what is going to happen there needs to be some standardization here, how far you are willing to go or not go in an effort to make the character perhaps you could share some influences that are driving you, things you are trying to copy…