liking those ground textures. One thing to keep in mind with putting it in the engine and keeping the wet feel. Specular is based entirely off the lighting in the scene. If you don't have light bouncing off the surface into the camera, or reflectivity (cube map or otherwise) it'll be hard to make it look wet... and that's…
Yeah, it's for Daniel's class. So... Here's a small update. First picture is about where I stand right now. Just been using the checker pattern to check the texel density as I progress. I'm using the floor tiles which the figure stands on as reference. (Those tiles being completely covered by a 256x256 texture) I've then…
first thing is you dont need so many hard edges in your low, you wil get a better bake if you remove these.. as the breaks mean that the render rays miss tiny parts of the high here giving you seams... you only really need hard edges where the edges is greater than 85 degrees (or there abouts (pretty much garuanteed to…
Hi! Yeah the stylus/tablet/cintiq can be used for modelling, it really works well. However! Some apps are lighter on the wrists than others. For instance I find Maya/Mudbox much less stressful that Max or Z. It's all related to moves you have to do while keeping buttons pressed or not. So if you work in Max, I'd say try…
[ QUOTE ] [FatAssasin] Okay, now make the specular highlight bigger to cover a greater area of the face using a smaller bump map. That's the theory right? I guarantee it's not going to happen. [/ QUOTE ] Right, but it's not gonna happen because software lighting doesn't emulate real-world lighting properly. There's a lot…
Follow up to previous post. Many thanks to pxgeek for the suggestions that basically made it possible for me to render my ZBrush sculpts using the matcaps I had created for the job. By removing the alpha that was in the Surface Bump Texture, setting Canvas Bump Scale from 100 to 1 and lowering my bump from 0.6 to 0.02, the…
Hey everyone, I am a 3D artist with 2 years of experience and almost a year in freelancing, with the majority of my expertise in creating game-ready assets. I’ve worked with dozens of clients, bringing life to their games with high-quality, optimized assets. What I Deliver: • Realistic & Low-Poly Props (High-detail…
It kinda amazes me that at the introduction of PBR, we knew there are a lot of specular problems, but quickly fell back to eh, it's good enough. Things like like apparent roughness getting mipped away when normal maps mip down to blurrier and smoothed over approximations of surfaces. Really apparent on landscapes, where…
Different shaders use different specular lobes. Disney GGX is a commonly used one. Im guessing that’s why you’re seeing vastly different reflections at glancing angles… tools are probably using different ways to calculate how a roughness value will scatter the “rays” of light, and simulate the scattering of light that…
So I decided to just move into the block out of this model where I can elaborate a bit on the concept. I was going to finish the concept off in PS to make it more Sci-Fi, but I'm just going to use my more artistic license on the modeling portion. Before I move on, I was wondering a few thing in this whole HP to LP…