@nathanbarrett Hmm dont know why my portolio isnt working :/ ill test it out. Well usualy id create some concept art to design the scene, but for this ive just grabbed some screens from rage and then i jsut started building it in max putting it together, ive got an image of it in my head how i want it to look, hopefully i…
I usually set angle of view to 90 for accuracy. OK, now for comments. PERSONALLY, I think this model needs a lot of work. First is the 14K polycount. For what you have, that can be greatly reduced. I can't tell without wires but I think you have polys in places that are unnecessary and don't have enough in other places,…
Okay also a few things, for your ground coming up I would make an alpha for the grass so that you can have the tileable come off the ground so it doesn't terminate so sharply and makes it more lively. Secondly I would turn down the Global Illumination in your TOD as it's bouncing that green way too much. Use the cloth…
looks pretty good, but a couple of things lighting! I know its nothing to do with your model really, but it makes a lot of difference to presentation. Does it have normals and spec map? I have a feeling it doesnt. These could really remove the flatness, and a spec map alone would do alot of that. Is it for real time? UV's…
Im commonly confused by the posts surrounding environment AO bakes. There are many different objects or mesh's created for an entire scene, some of them share a tiling diffuse, others have their own unique diffuse. Some of the objects will use the tiling diffuse and will also have their own specific unique normal/spec…
Hi! I’m Bianca, a 3D artist and designer with experience in game development and product design, currently looking for new opportunities (freelance or full-time). I specialize in 3D modeling and texturing using Blender, ZBrush, and Substance Painter, and I also have experience with Unity. I’ve worked on game assets…
hey all, quick question. generally when do you use color in a spec map? Just in metal? I am doing stone and grass and was curious if i should add color to it? thanks ! cpcp
I don't think many materials change their glossiness by their viewing angle per sa, but maybe stuff like hair, skin and things like brushed metal that have anisotropic reflections. Basically any surface that has grooves of rough surfaces. I guess this is more revelent to Fresnel as thats what it's supposed to do isn't it?…
MrHobo: thanks man! since marmoset 1 doesn't support physically based rendering yet i didn't apply the new gloss and spec rules, but i found out recently that my texture technique is very similar to what next gen is supposed to be since i prefer to have my diffuse has flat has possible without shadows or shading or AO at…