I've got a pretty solid cobblestone material going right now, but the grout the stones rest in looks very flat, because presently it's baked from a flat plane. I'd like to add some depth to it- grooves that are sunken in deepest the further away from a stone it is. So, here's what I'd be working with: That's subtracting…
So I decided to use all I know and finally hammer out a decent Sci Fi environment for my portfolio. Concept art is not greatest strength, so I tend to take concept from the internet like everyone else and start from there. Once I make a few things, I might add or subtract a little here and there. Either way here's my…
Hey guys, I am currently building up a portfolio piece and I am just starting my high poly model. I have so far some floating geometry which I understand to be acceptable when used correctly, however I have a question to do with using the boolean subtraction tool. I am including an exhaust piece like this in the image, I…
I know, I know, another generic real world gun model! I recently discovered how awesome 3D Coat voxel modeling is and after doing a few generic techy gizmos I decided to try something more realistic to test the workflow. Im extremely happy with the workflow between Max and 3D Coat and I only had to sub-d model a few base…
Im currently working on a game quality character and I'm in the process of blocking out the low poly in Maya. (I know, it would be easier to start in Zbrush but I'm a creature of habit) What I'm curious about is the character will have rips and tears in parts of his costume. Now for low poly I could just use a transparency…
Perna: Fantastic, I hadn't known there were global system variables for keyboard modifiers. I'd toyed with them a bit with some of the dialog/rollout controls, but I wasn't aware of the globally-available system variables, thanks! Jeremiah: Building (or using/co-opting) a library of useful functions can be a super time…
Both terms are hard to explain what they precisely are, but I'll explain how you'll use them. CLAMP is to limit a variable between two values. I'm clamping between 0 and 1 because we don't want 'negative color', and because UDK uses 1 as the 'maximum' for a color (like 255 in a regular RGB bitmap). You can exceed that…
After looking more into it, I'm confused as hell. Apparently the rule I mentioned (and you did) only applies to [/b]OEM[/b] licenses. And even then, it's not super restrictive. Apparently, every time you upgrade, you accrue 'points'. And supposedly a mobo is more points than a strip of ram. Once you reach a certain amounts…
I've used this shader a bit, and one of the things that bothered be the most was, it seemed like when you added a cubemap it would be subtractive instead of additive, so if i ever wanted to use a cubemap it would make my model really dark. I dont know if you've updated it since the version i used. Also the general settings…
hey so im having trouble getting the specular to show up on my blend texture. does anyone know how that works exactly. the blend texture is the moss in the rock walls. i have my specular in my diffuse alpha like the documents say, yet it wont show up. cryengine is also not letting me tile my blend texture. it just has it…