@GIZ Initially my 3D odyssey started via VFX stream wrestling extremely dense hard surface geometry then attempting to UV map using UDMs with inconsistent texel resolution...etc whereas gamedev enforces resource limitation. A decade later after switching haven't stopped learning because I'm quite aware fundamentally remain…
Thanks for this cheat sheet. Might come in handy. What I was talking about in previous post: Combined material with mask. You can see a bit of thin film, gradient from pink to green (from sides to center). Reflections are not too bright and sharp. You can see inside parts a bit better. Simple material with thin film. No…
We used this on the last game I worked on. Had a photoshop doc with layers that looked like this:~mask - gloss <pure red layer set to multiply> [layers composing gloss map] - reflection <pure blue layer set to multiply> [layers composing reflection map] - dirt <pure green layer set to multiply> [layers composing dirt…
The Outliner is pretty awesome. I use it all the time, and I'm an old-school Max user. Someone already wrote an Outliner maxscript for Max 2008, which is cool, because while the new Scene Explorer is quite handy, it's also fairly slow and not integrated very well (such as not being able to single-click select anything…
Heres a method I use for this kind of thing. Be aware this was just a 2 minute example done on my lunch break today; normally I would put a bit more time in it. Make an overlay layer above your wood base and pick a color then with you paint brush set to all layers and about an 80 tolerance click somewhere on the image…
First off, are you using Modo 801? If you aren't, then ignore anything about morph maps. Previous versions of Modo didn't have cage baking. If you ARE using 801, you need to follow these steps:* Read this help page about the baking workflow in Modo 801 * Read this thread about normal maps and hard edges * Set your…
I would suggest trying a high contrast background that's easy to color pick and serves as a quick mask. The white you have in this photo seems like it'll cause you problems, instead use a bright magenta or something similar. Check your local arts and craft store for large sheets of paper to serve as a nice backdrop.…
In a word I want to set only layer comps as final channels and no groups in the layer stack at all (theoretically). Or rather having my layers grouped and linked by certain subjects in a way completely unrelated to output "channels". For example having layer groups something like '' base dirt" ,"stones" , "puddles" etc.…
Shading here is part of the comic book reference and is one of the elements i wanted to add into this, and more line work for meeseeks kuato, might have to squash the head hair but i suppose the mohawk type of thing is working. still wip but a little here & there eventually. There was a part where this guy had an…
In this brief tutorial, I'll show you how to start setting up Landscape for use as terrain for environments. Before I start, though, I'd like to point out that there is a ton of useful info on the UDK help pages. Here are some relevant links: http://udn.epicgames.com/Three/Landscape.html…