If you read Bryan Cavett's post, you'll see he puts the SSS map into the slot for the back-surface scatter colour. Basically that means that any sub-surface scattering effecting showing through a back surface will be tinted towards the colour in the SSS map.
Hey guys :) Sorry my reply is a little late :S @A.Kincade Thanks man! @RexM Cheers :D @Snader Thanks for the input! Its an interesting idea to add whole blocks of colour, but i would have to play around a little to get something i like. Worth a try though eh? I think one of the reasons that it looks dark is the shader in…
ao works by casting multiple rays in a hemisphere and seeing how many hit the sky (white) or hit the surface of the model (black), your model dosen't have many surfaces that occlude other surfaces from the sky. Try adding a floor and see what happens.
might be cool to see if you could do something like... have a parameter for wind direction (this would need to be in radians), and then compare it with the normal angle of the surface. if the wind is hitting an upward facing surface, give it those wave patterns and give the opposite surface a flat look.
My implementation does not involve ray-tracing, as such it can run on DX9 fine. It is designed as a fresnel reflection, which means it only effects surfaces at more perpendicular angles to the camera normal. It looks awesome on curved and complex surfaces, but the effect is less convincing on large, flat surfaces.
Maya's project curve only works on Nurbs surfaces. So you could project the curve onto a Nurbs surface and then convert to polygons, but that is kind of an annoying workflow. Your other option is to make your mesh "live," and then any curve you draw will be snapped to the polygon surface.
They're all individually and together a texture. A texture is just surface detail, normals, AO, and diffuse all provide surface detail. When combined you get a complete surface detail. Originally, diffuse was the only form of applying texture, by changing the color of the pixels of the rendered polygons.
I prefer Blender too but you can also check out Modo Indie. It's meant for modeling subdivision surfaces instead of nurbs, but subdivision surfaces are quicker and easier to model than nurbs anyway. (Blender also has much better tools for modeling subdivision surfaces.)
I have a large round coin like object and it has extrusions on surface that are concentric with that coin surface but after using dynamesh i get small ripples in the surface. when i use the regualar smoothing tool with radial symetry turned on and the max number increased for the symetryit produces results in dont like. is…
I agree with Perna, if you're doing this to learn I think you bit off more than you could chew and you should start out on something other than a gun, they can be incredibly complex and require a high degree of skill to do. A simple handgun takes a lot of skill to model and Per is right you don't just stumble onto "talent"…