Doc rob has it pretty close to what video game bloom does, the other suggestiongs are home brew style bloom that won't simulate what the 360 and ps3 does if that was the goal. Duplicate layer guassien blur set to linear dodge create adjustment layer of curves and hold down alt and click between the layers to link curves to…
Hello, i'm new here, and i have an issue i can't manage with. I post on quixel groupon fb, but nobody seems to know : with the specular map and reflectance at normal, it's like they were inverted in c4d. In maya there is an option "alpha is luminance" but in c4d i do not manage to have those working well... it's way…
here's a brief explanation on the spline mapping, too: This is what you'd obviously get from a top down UV map - not what you want for a road texture. Cut a loop down the center of the road, then create a linear spline from it. Apply an unwrap modifier, select face mode, then choose the "spline" option. Choose the spline…
yeah, these days most shaders seem to be doing their lighting in linear space, you should definitely work to a target implementation (if your end result will be marmoset toolbag, and you know toolbag applies spec in linear space, then don't color your spec in a way designed to compensate for the diffuse) wood and lacquer…
We're developing Legends of Vica – a fantasy mobile RPG with a gesture-based combat system and AI-powered non-linear storytelling. The project is in early development and gaining traction – and now we're expanding our art team! 🧙♂️ Who we’re looking for: 🎯 Talented 2D Artists for character concepts, environments, and UI 🎯…
Toolbag is supposed to be able to load sbsar files, but I'm not sure it maps the substance outputs correctly.. So I prefer using bitmaps for now. The setup is pretty simple: - I used a custom env map (corsica beach from SD) - I put a large bluish area light on the left side to get the highlight - Then just make sure you…
Looks like you only use one GI bounce. Try to use a combination of Irradiance Map AND Light Cache. You would also need to adjust your samplingvalues. Your renders won´t look great out of the box. You need to adjust these settings. Also check if gamma is enabled/disabled. You should always render with gamma 2.2 enabled. But…
I'd advise using linear interpolate to do the masking rather than the mulltiply/add method - cos that's what it's for what's the issue with the edge wear etc? you can just add the detail maps in before masking
Also: The inclusion of the ENTIRETY of Halo3 multiplayer is a major plus for me and my roommates. After 3 disks have become unreadable from drive scratches and then the disks cracking, it's nice to have a new copy included with all the DLC maps! This campaign is less drawn out than Halo3 and there aren't any of the crazy…
Extra joints don't help with geometry collapsing from twisting. This is an artificat commonly referred to as the 'candy wrapper' effect from linear blend skinning. Dual quaternion skinning is one solution to deal with this: http://isg.cs.tcd.ie/projects/DualQuaternions/ From my experience, dual quaternion skinning handles…