Going off your description, a lot of times you will want metal in UE3 to have a specular intensity over 1.0, so I would try plugging your spec map and a scalar parameter into a Multiply that plugs into the spec output. Depending on how bright your texture is, try values around 1.5-3.0 And don't put your spec power up to…
In the future, please use the links button rather than just pasting the address; it makes things easier for people from whom you're asking a favor. ;)boesch.weebly.com Your page layout could use some vertical space - everything feels very compressed at the moment. From the start, I'd place your title (3D Artist) on a…
Perhaps it is purely my perception, but I think that the shift towards authored games is taking place as we speak. Whenever I read the news from the past few months, I see key people behind projects being given much more focus than before. Partially, I believe it's thanks to sensationalist blogs, like Kotaku; personal…
http://www.atimes.com/atimes/Middle_East/EF12Ak01.html Basically, the article states you have to kill all the Tojos and Nazis first before you can expect to achieve any sort of peace or break their will to resist. But who are the Tojos and Nazis in the middle east? Al Qaeda Hamas Israel Palestine US Occupying Forces…
Well Valve did name this appropriately since that is what is about to shoot out of my ears right now - steam. Remember the good old days when you could buy a game at the store, bring it home, install it and then PLAY the game? Thanks to the wonders of Steam technology, those days are over. Bought HL2 last night started…
Like Divi said, the lighting is way too murky. You immediately loose almost all of your hard work in your hard surface details. I mean, i LOVE the console and other models you have done so far, but the lighting currently is just killing it. There is no determined light source it seems, as well as some indoor fog. Also, he…
Thanks for your replies guys, I read through that thread before I posted and basically I was looking for a way to get around the whole you can't or shouldn't flip/mirror UVs and stack them when exporting for UDK. You can stack things in the UVs, that's fine...but you shouldn't mirror/flip stuff afaik. You'll always get a…
@FreneticPonies Haha!! You're absolutely right, I'll get right on that :p So I added some little touches today, just need to tackle the lighting now. I swear that damn tree looks so janky/kinda bald from certain angles, might do one more pass on it. There are still little things that bother me that I'd like to change but…
In Xnormal, have you got the normal map swizzle set to X+Y+Z+ and the 'compute binormal in the pixel shader' box checked for the MikkTSpace tangent space calculator plugin? (You also need to check this box for UE4 and Marmoset MikkTSpace.) You can use normal maps that have a X+Y-Z+ swizzle if you pop in an RGB curves node…
It's got a nice flow to it, but if you're serious about getting into digital landscape painting you really should be starting with colors (atmospheric perspective) and a solid perspective like n88tr said. Just going off on a whim and painting is fun, but you may run out of steam and not pick up much on the way. Tutorials…