I've been doing a lot of lurking, and a few months ago there was talk in the Substance Designer thread about making cobblestone in a fan pattern. To my knowledge nobody has replicated the pattern properly, so today I took a quick stab at it! Tiling 2x. This is just a quick proof of concept for the method I came up with.…
@monster Thanks Juan!! I really thank you for taking the time to write all those tips too; they seem simple enough for a beginner like myself to understand what they're about. Really cool that you moved everything to variables (still find it weird that maxscript doesn't need us to define what those variables are, ha...) so…
I always feel a little bad when people reference that tutorial, I don't think I was a very good texture artist at the time I did it, but I'm glad it was helpful in some way :\ to figure out how to go about texturing old wood (or any other material you do) you should probably start by figuring out roughly what type of wood…
Yeah, that's what I was afraid of... Unfortunately, there's no way of writing an efficient renderer directly in HLSL - I mean you can write a basic one, but it's sloooowwwwww. :D I did already achieve a basic screen-space GI effect by combining SSDO, screen space indirect illumination and screen-spece color bleeding…
You don't need C/C++ at all to learn CG/HLSL. CG's a much easier language than C++ though they look similar in some ways. The biggest hurdle for a lot of people is not having the technical background information you need to learn quickly. It's important to get an idea of 3d maths and how the rendering pipeline works if you…
Lose the normal maps - Use them as a part of your texture if you want this to fit into the WoW universe. It's about the volume the maps add, not about dynamic lighting effects. The Tiling rock texture is missing secondary shapes and the tertiary detail is too noisy imo. Something less consistent through the whole texture…
@leleuxart Cheers man thanks for the comments, Yer I give increasing the ambient light a go, I had noticed the shadows were a little dark in sections. Yer I had seen Sparth's concept stuff tis really awesome. Chris Durso's stuff is really impressive, especially the lighting, will try and replicate something along the same…
Mark, you are the man. I really appreciate you taking the time to help me out here, truly appreciate it. I managed to model a head today in Max, which I'm quite happy with. I did this with the Maya option ticked on, but maya selection in the mouse options set off. So I think it gives me a mix of the Two. It seems to work…
If you mean likeness in terms of humanoids then depending on the requirements I'd search the web for film material, pause the film, put it under zbrish and make the app transparent and use that to sculpt over. If you just have a still there is an app that you can use to construct a face using presets and sliders ( don't…
Okay so I've spent a few hours revising the proportions of the objects and redoing the camera aspect ratio, I have it set up as a 2.094 ratio and I've changed the FoV accordingly to match the concept, currently sat at 69.3. Here is where I'm currently at with it. Before I continue with any other changes I'm going to get…