Hi guys. I've been working on trying replicate the look of poured concrete in a wood form and I was wondering if I could get a little feedback. This is just a rough test (diffuse and normal map) to get an idea of how things are coming together. Right now the normal map is a mix of concrete overlay with wood planks and then…
Super new to 3ds Max here, and to modelling in general. I have a bunch of NURBS curves that I made relative clones of. I want to extrude these relative-clones into NURBS surfaces without affecting the original curves, but I can't figure out a way to replicate the NURBS Curve modifier above the grey bar. What is the proper…
Here's a character bust that I started a couple of weeks ago I'm aiming to get her into UE4 and make use of some of the new skin and hair features. My aim is to replicate something like this Creating convincing female hair has been my biggest issue in the past so that's something that I'll be focusing on in this project…
Progress on my Esee-5 knife. 3DO wip renders. Textures not at full res in these. The micarta handle has been hard to replicate exactly how I want. My version of PS attached to quixel is part of my workflow problem here for sure. This is a "clean/new" version, and am going to make a "used" version when I'm happy with this.…
Hey, So I am working on an environment, and I would very much like to mimic Square Enix's art style. What are some things to keep in mind/look out for when you are trying to replicate ones style? I'm pretty new at this, because I've always used my own personal style, but this time I would like to make something different.…
"My guess the words "physically based" makes people a bit blind and not seeing how wrong the things are. Not believing their own eyes . It's a wrong name for game shaders imo." Well, while I would 100% agree that many *do* take words for granted, nothing about the term "physically based" makes any claim about the result…
@The_Jhamm3D please send me a DM! I'll get back to you by monday at the latest. I think I have replied to each person who has messaged so far but if you are still waiting a reply please message me again. Can also reach me at #aljav on discord.
EDIT: For some reason I some how managed to botch the previous attempts at getting correct subdivisions. Apparently this builds polys in the same manner as the smoothing option does cause it's replicated the same form exactly as before, or as far as I can tell. I think that solves my problem, so thanks man.
Today, I changed the light shafts as per Oniram's advice, and added some more textures. The desk fans looked terrible with geometry for the slats/cage, so I masked them instead and it looks far better. Any advice? I'm currently struggling to light the room in the background, as the bloom of the lights is tough to replicate.
Without knowing anything about your implementation it's completely impossible to help. I do however suggest you read up on Replication. Given it's in kismet, you are likely going to have some problems. Kismet is for mission scripting rather than the actual gameplay. You may also want to look into implementing this in code.