The R and G CHannel hold all the zdepth information you need. Just go into the channels and copy them into own layers. Now duplicate them and invert the duplicates. Now change the blending mode to something that suits your needs (lighten most of t he time does it for me) also, put another layer beneath the lowest one with…
Hello, I was wondering if LOD models usually increase the drawcalls in a scene? the models I am making are fairly low poly, when does one decide if creating lods is worth it? and if they do increase draw calls then if models are fairly low already would it be worth forgoing the lods? thanks in advance! Dutch
yeah I'd agree with the rest about the gold, I guess it would make sense if there was a very bright light source nearby that would cause the gold to really shine. Since the chest itself seems little old I would tone it down and rough the surface a little bit (as if the the golden plates were gently hammered on the wood -…
After the most recent concept challenge over in the challenge forum (which needs more people, btw!), i realized how much i enjoyed reinterpreting concepts. don't get me wrong, i enjoy making concepts 'ex nihilo' plenty, but there's a special kind of joy and challenge in reinventing or reinterpreting an existing one.…
I've been messing around lately with LOD's and my main problem at the moment is being able to maintain normal map information on the lower LODs shared UV's. I've noticed that when optimising using the target weld option effects how the normal map look on the LOD, for example sometimes it creates artefacts, where as,…
Hey guys, I Created a asset recently in UE4 and for some reason every time I move the camera away from the mesh, the details and textures of it become blurry and unfocused. I unchecked the LOD auto correct box in LOD info of the mesh and turned LOD to NONE, so I still don't understand why the mesh becomes blurry when I…
Here is where I'll be dumping dota 2 concepts and models that I've made Here's a link to my workshop for those interested (there's a lot of really bad crap there) http://steamcommunity.com/id/tommy631/myworkshopfiles/ Now I guess I'll just dump a bunch of models and concepts below I'll post more as I progress. Please do…
On a somewhat related topic, what are your guys workflows for a sculpting pass on a model built with regular old SubD methods (support loops / edge chamfers on corners and the like)? I've only tried it on a few models to date, but since the distribution of polygons is so uneven, you need to subdivide lots of times in order…
Pretty sure you can dump that with Arnold RTT - any of the AOVs should be poop-outable . It's was possible with mental ray in max back in the good old days too
Hello ! It's been some time I've been looking at the amzing works done on this forum and decided to show some of my recent work, it was more an exercice for anatomy, clothes making, lowpoly budget character, and have a grasp to substance painter which I did use but not that much. In my work I decided to give a shot with…