Thank you crazyfool, I feel like a lot of those changes make good sense. My main reference when I was modeling, which I need to dig up and post, has a bit of the wider shoulder and longer arm thing going, but I feel like I have exagerated them somehow. Here were the two most recent shader tests. One is too matte, with too…
IMO, I think it's even a stretch to say that a mastery of organic materials =/= mastery of environment assets. There was a great thread last year that talked about how to design hard surface props by studying how practical engineering works. http://polycount.com/discussion/190796/studying-machinery-for-hard-surface-art Of…
lol. What racer is trying to say is that tangent space normal maps aren't just bump maps. They are a system to replace lowpoly normals with those from a highpoly model. That means not just adding small details onto surfaces, but replacing the shading behavior with that of a high poly model. You can do this kind of hand…
I could be wrong as I've never set up a cloth shader, but as far as I understand it the main part of a cloth material is Fresnel. The little fibres in cloth catch the light and cause it to "bend" across convex surfaces. Which makes the convex surfaces brighter and as a result the concave areas are darkened. so I think you…
A rock that big falling from the sky is going to leave a really big hole. Also some parts of it would probably still be glowing red hot. I would chuck some fresnel and an emmsive map on that material make those things stand out, and yeah make them smaller. It just seams odd seeing actual meteors laying on the surface like…
There's basically no point getting a pro series Wacom tablet unless you need a large size tablet or additional buttons. The difference in pressure levels is completely meaningless and you'll rarely if ever use tilt. If you're going to get a Wacom and only need a medium then buy something cheaper, like the Pen and Touch…
Yes and no. It all depends on what you are asking your displacement to do for you, similar to normal maps. The big advantage of displacement maps is they actually deform the surface and silhouette. I have never used displacement maps for hard surface stuff actually, so you might want to wait and see what someone else says.…
once you have some form of tessellation and map based pseudo limit surface such as a displacement map or vector displacement map things start to change quite a bit. as your poly count goes up you conform closer to the pseudo limit surface. then the tessellation takes you as close as the system will allow. at some density…
That is not true. We have a hard surface armor model that's full of curves and it's like 350,000 polygons. If you want precise control over curvature, soft and hard edges and transitions, UVs, etc. then you absolutely require a detailed model. You can however build this detailed model by starting with a low resolution…
The wall texture looks pretty nice! For the pillars, I think they're a little too soft and muddy in some areas. One thing I like to do with stones and most hard surfaces is applying noise over the entire thing. Nothing major, but it helps give the surface a little more texture. And when you bake it down, it isn't so…