Hey thanks guys. Turns out the version of UDK at school was a couple weeks old in comparison to the version I have at home. Everything loads up and runs fine at school now. Out of curiousity how do you accomplish the blending between indoor and outdoor lighting. I was playing around in DM-Deck and they had used heightfog…
Recently, I've been watching stylized material creation from 3dEx Youtube Playslist on Substance Designer. If you're into stylized textures, definitely check him out. One quick way that I learned on how to make something look stylized is to add visible highlights around edges, and then blend those highlights with your base…
I decided to spend a few weeks learning and testing as many options as I could for baking normal and AO maps. I posted my tests and the links for most of what I referenced as well here: http://www.polycount.com/forum/showthread.php?p=1914269#post1914269 The last couple of days I have been working on a vertex blending…
Depending on what style of hand painting you want to go in... if you're going for the comical black harsh outlining style of texturing then ignore me... but if you're not then maybe blend those harsh black edges into the coloured diffuse... also if you're using solid 0,0,0 black for those outlines... don't... always use a…
In 3dsmax I've used a blend material (rock and snow) using falloff as a mask set to World Z, Towards/Away (so it lands on the tops of the objects). If you set it up right it will obey the bumps. http://www.docstoc.com/docs/13492996/Making-Snow-in-3d-Studio-Max This is also handy for getting dirt and dust on the tops of…
A quick update. I have been working on materials in Substance Designer, and creating a set of blending masks in Substance Painter for blending between different brick textures, and floor textures. I have also been playing around a lot with different lighting, and have used for the first time volumetric lighting, which…
The need for sub divide comes into play with large poly areas, like the vents. Right now its shading the deepest part pretty heavily if he wanted something more like AO where the shadows are more in the crevices then you would need to sub-d so you have more verts to blend with. In the example he gave, buildings, more then…
thanks for the heads up guys. i'm acctualy finding a smoother work flow for physique, if i don't let it generate the enveloping. if i select the shin for example, and the middle row of the knee and apply it to the shin bone, and then take the theigh and the middle of the knee and apply it to the theigh bone, the middle row…
[ QUOTE ] Loving the sticky note sketches, Bird! And dfacto, looks a little blobby bit still pretty cool and I tried out OC for a bit. It's a little clunky, but I like the blending. If anyone wants to OC, get me at makkon06 at hotmail.com [/ QUOTE ] Hey Makkon, what version of OC is that? I and some other dude have been…
For me it normally goes, Envelope tweaking (I have a custom set of envelopes I load in based on a standard bone structure I use), its most useful in areas like the knees, elbows and hands. I then load in some animation of extreme poses and check how its deforming. I then use the paint weights feature (uncheck "Paint with…