Looks like a great beginning! Designer is super powerful, it just takes some time to fully master the various nodes. Here are some tips for each material: 1. The normal map here looks quite intense, when you might want to use a combination of height and normal. Height for the big shapes, then normal to add smaller details.…
I'm modeling a character in 3DS Max, but I did the block out for the character in Zbrush. The character scale is a bit too small for max, so I want to scale it up, but also be able to return it to it's original scale easily (for detail work in zbrush). I exported the parts from Zbrush as OBJs (with scale set to 1.0… though…
Hola, I made a Viewport shader for Maya. Currently it supports all the usual textures (spec, diffuse, normal map), plus a binormal switch for the normal map that makes your UDK-normal maps look good too. There is no gloss map support yet. There are two point lights which will require some further tweaking by me. But they…
How much do some of you make? Im getting my skills together and Ive had about 6 years in the computer drafting and design field and im training in digital entertainment and video game design now. What kind of money are yall making if you dont mind me asking... I wanna get a feel for what my budget will look like over the…
How is Instamat in comparison with Adobe products ? Any advantages ? Fresh new approaches? I see some cool blend nodes with lots of instantly available options in the videos . Always thought what came from Allegorithmic been rather a pain in my a.. Took me years to make a set of custom nodes just remotely convenient. But…
Thanks guys for the comments! @Kid.in.the.Dark Here's the setup for the grass. Not very complicated, the SSS color is quite important I think. The shading model is set to two sided foliage. I used a generic blade texture I made in Substance Designer and generated some variety for the blades with UV mapping and using 3…
Thanks Hey yeah its two sided but yeah you are right its still a little odd looking. I will as you say add a bit more geo to the grass and bend them a bit to see if that helps. Also want to add a few more variants with different plants etc. Yeah I agree about the rocks too, I am quite happy with how they look but the two…
Very cool! Two things though: 1) On the ground_run animation, the bagpipes and arm are stuck in worldspace a bit, they are missing weight and are not reacting to the movement of the torso. 2) Bring out the face more - separate the face from the hair in terms of color space. The whole body is in more or less the same color…
I've used two monitors of two different resolutions and screen types for awhile, even back when I used a 32" 1920x1080 with my 1366x768 laptop. Now I use a 32"(1920x1200) and 22"(1680x1050). I can't comment on eye strain, just because my second monitor is nothing more than a place for me to move windows to, like UDK's…
sounds like my guess was correct: story link "This sounds weird, but it's almost like rolling two weighted trackballs that are too large to actually fit into the controller," Lambe said as he tried to explain what it's like to have one's thumbs on those two trackpads. "For camera controls, slide one thumb to the right, and…