I think it depends on the engine you are using, but for UDK I'd make the broken parts and oil/blood spills into decals. So you have a clean base material and can decide where to put the decals. Sometimes they are a nice option to cover seams between tiled surfaces and further break up the monotony. Decals should be handled…
Table of Contents High Quality Normal Mapping in Cycles Blend File Cycles and other path tracers are particularly susceptible to what I call the mirage problem when you apply normal maps or bump maps to the mesh. This occurs when you put a normal map on a mesh that bends the reflection vector too far away from the…
Hey, here´s the promised quick breakdown of the foliage shader. The whole thing is pretty slim with the key idea to only use a completly white base texture with a mask that resembles foliage shapes. Colour and Global Overlay: Base colour with a global tint map multiplied in wordspace to break up bigger areas with some…
@odium Now that you mentioned it, the tree does use tiling. It just gets a little frustrating since I put details where I want by painting them in. After you mentioned the RGB 0.5 darker. I realized the detail tiled texture for the diffuse should be black and white so it uses the color information from the blurred initial…
@PixelSuit Yeah, looking at it I agree. Considerding I use the small rocks alot I really should make sure I make them look more varied in the shape and size. Maybe even denser as well. The spruce-trees to the left of the 2nd image do look a bit squashed as well. I'll take a look at it! :) @odium I will probably post some…
Wow really nice work man :) ! Looking really sweet! I have some crits for you though. I think you should spend more polys on the tubes, or maybe add a little bit more overall. Mainly because it's a closed off interior environment, why worry about polycount for things like tubes? xD Another thing would be that without the…
No I use straight zbrush fibermesh. In the past I have used zbrush, then exported the fibermesh as curves. Then I would import the curves into Maya, and assign them Maya native HairSystem (nHair). I would use those controls to control the hair. For this project I wanted a larger volume of hair but more control, so I needed…
Ah, I culled that page to narrow down my portfolio a bit. Here are the relevant bits I think... Terrain was made of canyons underwater, so I created a set of U-cross-sectioned canyon pieces that all tiled with one another. I tiled the textures on each piece in whole numbers along the length of each piece, so the canyons…
the simplified point of normalmaps is varying shading depending on light angle. When you have grass you basically have "flat" blades, with varying colors themselves. Due to them being bent, waving... their shading changes always a bit anyway, also subsurface makes them less "solid". Which means up close with so much…
Been said before... quality over quantity. If you want to have some things to show before GDC you'll probably want to focus on a prop or two for now. It's good to have small milestones like having things ready for GDC though, keeps the production going. I'd try for a sub scene... Maybe do just the jeep, a few barrels of…