If you can somehow manage to get detail textures working (ie. blending a highly-tiled, lower-res greyscale "detail" image over the top of the main texture), you'd be able to do the ground like Stalker does it. They just kinda have a generic muddy/grassy detail texture which is blended over the top of 2048x2048 diffuse…
@LuLima - I'm so sorry that I've only just seen this! The basic set-up for making a Master material is to create a new Material and plug any diffuse texture into the 'Base Color' slot. Right-clicking this Texture box will give you the option to 'Convert to Parameter'. What this will do after you've named the Parameter is…
Hello, I wanted to post a few requests on FB page but that's not the proper place so I thought I'd collect the feedback/requests and post them here. Bridge 1. Manually re-arrange the assets position in the library based on personal preference. Basically, putting assets of the same theme next to each other instead of seeing…
Hi! What kind of large assets, organic or hard-surface? If I remember correctly, in Unreal tangent basis gets generated only for UV0, which make blending normal maps based on 2 UV sets not applicable by default (search for something like "ue normal map on uv1" and you will find some threads and workarounds). Or just make…
Wow! This scene looks fantastic! Can't wait to see it finished. Do you mind if I ask a couple of questions? I'm going to do something similar (a sci-fi scene with a lot of shiny metal surfaces) in CE3, so I would really appreciate your help. 1. How did you set up you level for this type of lighting. Did you tweak any…
Id like to reuse this thread. Here a little question, ive done the uv so far. Now in Cs i recently noticed that is probably good to have a selection mask. Ive downloaded a nice plugin that put all my selected objects into a different color (each into one surface shader with color) Id some issues to bake this mask in a…
Wow, thanks for all the info guys! I've taken it all in and have started to create some ideas, I'd appreciate some input and crits, let me know what you prefer and what you don't like... So I have my surname as a typographic logo, I also have a stylish font in plain and I'm working on the idea Equanim mentioned with…
Interesting technique you're using for the hard surface stuff, maybe I should try out Modo! What is your character intended for? Would it be for a mobile game? Are you using Normal/Spec maps? With robot/mech characters one of the most important things is the specularity. Metallic or chrome areas should look different to…
some great points here, I agree with the wear near the rear of the receiver. It seems like very directional wear for an area that would be mostly guarded by the stock. Some sort of surface wear wouldn't be bad but perhaps not something that looks like it was drag across the ground. Same for the big scratched surface you…
Cel-shading or toon shading is related to NPR (non-photorealistic rendering). Searching for "autodesk maya NPR" should get you some results. In Maya you have the Ramp Shader that allows you to colour a surface with a custom gradient, sampling that gradient based on the incident light on the surface. If you use a constant…