Hello, If you have done some awesome models that just lay around your hard drive it would be awesome if you can share them with me so I can use them for testing shaders I do for Untiy. I will use some as preview images in the Unity Asset Store. You will get the shaders in exchange of course. It will also be fine if you do…
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Honestly, I don't think the rendering/shading is any different from trying to do photorealistic renders. They're just thrown on stylized characters/props. The skin and eyes could be any SSS shader. The hair in both pictures have anisotropic highlights. The clothes, bucket, and ground are using any PBR dielectric material…
Hello everyone, I modeled this car and I in the shading and texturing phase, but I want to make a transparent shader, or glass material on the car's glass, anyone knows how to make this??
Hello everyone, I want to share a new tool I've been developing for some time now called VmBaker. It is a texture baking tool mainly targeted at game developers for making low-poly models - but it's really up to you how you want to use it. If you're tired of exporting models from Maya to Blender just to bake beveled edges,…
Hi! By now you probably put your plan into action. When you're generally happy with the shading achieved by the modifier, you could apply it as a starting point. Personally, I define sharp edges while checking the mesh shading, placing UV seams at the same time (unwrapping in Blender). I had another look at the model, so…
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…
ah I thought that smoothing groups and phong tags were similar things but youre saying one is using vertex normals to control shading which is exported and one is using a shader setting which is not exported?
my objects in blender are transparent in solid shading mode after I switch back from wireframe shading.. but if I never used wireframe shading the objects are solid as they should be when in solid shading mode.. bug? what is going on? Also when I am in the modeling tab solid shading is fine (not transparent)
Why would you set the shaders in Maya ? Rendering ? Real-time preview ? this is for UDK http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3 and xoliul has a half lambert shader too http://xoliulshader.com/features This is for real time display, but i guess it could be done for rendering aswell.