I admit this is soo N00b!. But how can I get that dimpled surfaces? http://www.rothregatta.org/wp-content/uploads/overview-nba-hypermax-basketball-shoes.jpg Max procedures don't capture it. The built ones in photoshop dont seem to give the effect (they overlap or they are different colors). The last object I attempted this…
To add to what's already been said: Some protective coatings for iron and steel do have metallic properties. Deciding whether these type of PBR materials are flagged as metallic, non-metallic or something in between often depends on the type of coating used and what condition it's in. PBR metalness values for most…
No, that is for booleans. I mean the 'Plugs' feature of Meshmachine that deforms an object to the surface of the other object and insert the geometry. I know there are some scripts like mesh insert. But they require you to select polygons, I would like to insert the geometry everywhere on the surface like Meshmachine. So…
Using Maya, probably make the gun live and model some poly strips as they snap to the surface. Using max, use poly draw with the gun as the target object. OR roughly model some strips or rectangles around the gun and use the conform brush to make it fit the surface. You can also look into WrapIt or MaxRetopo script that…
Thanks for the replies. Problem is, I want to mask out the shadows falling on the surface, and afaik, I can only get the shadows in CustomLightingDiffuse. The problem is when I use that, the shadows actually darken the surface and I can't seem to prevent them from doing that. What I want is to only overlay a pattern onto…
I don't think it's possible to do in the view ports, but make a surface shader with transparency set to white and use your file texture as color. If you want you can make a Blinn or Lambert shader and set transparency to white and toss your texture into incandescence. This will give the same result though a surface shader…
Very nice :) this has a solid and clear story beat, and the scene has a
great foundation. As you continue refining it, consider pushing the secondary
storytelling details further. Adding personal items—such as photos, handwritten
notes, or scattered everyday tools—could hint at who lived here and deepen the
narrative.…
Sure. Physically based rendering in Unreal is implemented via a standard microfacet BRDF. The BRDF is the bit that takes in all the parameters and spits back out a reflection for each surface, where roughness is interpreted as a statistical heightfield of tiny facets on the surface of a model within a pixel. These facets…
normal maps can capture changes in surface direction but they cannot affect sillhouette. if the feature you want to represent doesn't meaningfully affect the silhouette of the object from any useful view angle there's no visual benefit to using geometry to represent it - therefore you're wasting time and resources by…
Hi! As far as the 3D side of this i noticed a couple things that stood out to me. The first thing i noticed was the grunge on your card readers (dont know the correct name, circled in red) looks randomly placed I would do some research on what exactly causes rust to appear on surfaces like this, my first thought is that it…