Notes on "Art Tutorial" by Arne Niklas Jansson (androidarts.com) This tutorial makes many good points and wise comments, and I'd have no problem recommending it provided people make use of the following footnotes: Terminology "Saturation - How much color there is. Grays aren't saturated. Neon colors are very saturated. In…
Here is a before after some tweaks If you look closely to the maps, u can see the difference on the roughness map, which is very important to get right, mainly having roughness variation between material types, and adding dirt and splotches to make the surface more apealing. Small imperfections is what sells surfaces. On…
Microsoft Surface Pro.. Gabe from Penny Arcade now uses it and so do quiet a few other artists I just got the 128GB Microsoft Surface Pro and it's great for drawing with Manga Studio, Photoshop and Sketchbook Pro, I wouldn't maybe do much 3d on it, but for drawing etc, its' awesome. Sent back my Cintiq13hd and just sold my…
I never tried a shader with porosity , just a usual PBR roughness/metallic ones and they do have problems with making nice looking wet surface and imo old not energy conserving non-PBR method allows to fix it easily . I mean that many pretty rough and grainy surfaces when getting wet starts to reflect very intense…
Spec = Reflection. In a game/low end shader the Spec only takes your scenes lights into consideration. the little blobs you see are a mathematical representation of how the lights would look if they were reflecting on the surface. It totally ignores the surrounding environment because it would take to long to calculate. So…
Hello Polycount! I started work on a Gibson 345 guitar this week. I managed to dig up some nice reproduction blueprints, and I figured a $10-20k guitar could be a nice portfolio piece and help to round out my sci-fi heavy stuff. I usually try and avoid complex shapes like this, so this will be a trek out of my comfort…
Some things I noticed: The angle is really odd. Your lighting mainly seems to rely on an HDRI environment (of an empty office/industrial space?) rather than a studio setup. And if you did set lights, then the HDRI works against that. Some of the reflections seem to have little or no Fresnel falloff when facing the camera.…
@Eric Chadwick Found this: https://www.artstation.com/shinsoj/blog/Q9j6/albedo-chart The color space conversions formula. I am not sure how they are calculated. I tried converting linear rgb of 0.27 from the picked color to srgb and I got around 11.33 for srgb. How do u get the r, g, b for srgb vaules from a Linear rgb? I…
As far as I understand, there is no plugin so far capable of producing good FWN results without manual input. Every single one I've looked at can't distinguish chamfer surfaces from main surfaces and therefore distorts the normals of main surfaces. In principle it might be possible to write a plugin that can filter the…
Got a chance to crack open particle flow and it looks like you only need 4 things in the particle flow to populate the surface of an object with instanced geometry and while you can do it with a material you don't need to be that complex. 1) Birth 2) Position Object (Targeting the surface) 3) Shape Instance (Targeting the…