I've been researching into this for the past year, yet I have only recently tried to seriously attempt a character like this. Last year, Land of the Lustrous was released, and so I wanted to try out that style as well. I've done research for the past few months on whatever was released on the CGWORLD JP website (I don't…
I tried using the shader from http://www.blog.radiator.debacle.us/2013/09/hacking-blend-transition-masks-into.html, and something is certainly happening but not as intended. The grass texture (alpha channel) has a yellowish outline on it when it's painted. https://gyazo.com/e40157bfea9285b7f321cf2b213b1dd9 and here's what…
Yeah, that’s how I would normally think to do modular environment prices. This particular situation though had me scratching my head a bit because of the placement of those divisions (or separations/lines or whatever you wanna call it) in the concrete wall. If I just use a tiling concrete material it would look completely…
Can you post pictures of said floaters? Floating geometry is generaly used to be baked into a normal map. It'll be hard to use them seamless on a low poly. But if you post pics of what you are working on it'll be easier for anyone willing to help to actually help you. :)
Update! So I spent most of yesterday blocking in my materials and adding details with ndo. I have been playing with different lighting setup in UE4 using skylights and ambient textures hooked up to the camera. The reflections are a little fuzzy at the moment and not totally sure why. My basic plan of attack is to start by…
For most materials, this makes sense. But gemstones are better done as pure geometry, since refraction and dispersion are essential. Why would you want to make a flat gemstone material?
Baking, by definition, is from a high to a low ;) you create the detail using modeling methods like sub-d and just 'float' them off the surface of the high poly. The projection rays will capture that detail as it casts the rays perpendicular to the surface normals. But what I'm saying is if the software you're using is a…
i'm not much of a hard surface modeler, but my first hunch for the panels might be to model them and bake them as floaters. I think that would just be simpler to do rather than try to paint it in texturing. And if you bake it you can get curvature maps and so on which can give you more flexibility in texturing. you might…
I've been rendering up and mocking out these tutorial images with a 2gb machine on windows xp that I got shortly after Gears1 shipped. It's the same kind of machine I used to make the hospital set, in fact I remember that my home pc back then was more powerful than my work machine until I got on to the locust set. The…