read this entry .. : http://wiki.polycount.com/AmbientOcclusionMap it can really define the smaller details of your mesh, especially if you're working off a highpoly source. lightmaps: http://www.polycount.com/forum/showthread.php?p=1098043#post1098043 (also grabbed from the PC wiki)
EQ, very good point. I think thats partially because Im using the same shaders right now to render them out, so they do read very similar. Its definately something I have to think about, cheers.
Very nice work! The only minor thing that sticks out as anomalous is how well defined and uninterrupted the lines between the floor tiles are. With so much mossy overgrowth, I'd expect those to be more obscured. I'm eagerly awaiting breakdowns, too!
I would say define the material more. http://cg.cs.uni-bonn.de/aigaion2root/attachments/Kugel_BASF_Uffizi.png-60659f8eaed5bc0c8f09e886ffb49292.png Make some grainy detail to the spec and the reflection,and try fresnel. And i would use 2-3 colored point light for the lighting.
Very interesting shape, it has a really cool silhouette. Just one constant wheelie :P I think it can be useful to use someone else's base to start defining forms but would definitely be great experience to make it all on your own.
Hay man I love the work, I am also going to submit work for the contest. I was also thinking of incorperating nature within my structure. Love what you have done, you definately have a head start on me!
There's also this format of for loop which is all defined together. I personally prefer this one when I need to utilize individual array indices string $array[] = { "A", "B", "C" }; for ($i=0; $i<`size $array`; ++$i) { warning $array[$i]; }
Studios: DICE, Blender Foundation Tools: Blender 2.8 Games: BFV, CoD "Black Ops 4", Forza Horizon 4 These nominees, define an underlying conviction why I'd initially chose this medium too express myself creatively via technology.
I'm definately going to get this. Ever since the shock series took a pure shooter path and rid the inventory system, stalke touched the perfect spot, exploration and its inventorysystem, I love grabbing stuff, repairing others, and throwing away the crap.
The naming convention is defines by the export presets in Substance Painter. Do edit those names, you can either edit the original export presets or simply create your own. See : https://support.allegorithmic.com/documentation/display/SPDOC/Creating+export+presets