Having modular shader makes a lot of sense, giving the user to make it as complex as he needs. The new mental ray shading system is clever like this. Start with a lambert and just layer a spec module and type.
@ArtHuman Polygonal automotive modeling workflows typically involve tracing the body lines with curves or subdivided edges and creating clean guide shapes for the curved panels before cutting in any surface details. Whether or not something is modeled as a continuous surface or split into sections really depends on the…
Hello, I'm trying to make some items for dota 2. When I tried to turn on hardware shading in the viewport, the option isn't actually there. After I did some reading apparently you need to be in DirectX9? I am not sure if this is set by default for me. Here is a screenshot of my viewport settings What do I need to change…
I started getting this when i changed gfx card from ATI 3850 to GeForce GTX 570 Im also experiencing some problems where shaded+wireframe mode doesnt work very well. The shaded surface sort of overlaps the wireframe sometimes hiding it (which sucks) anyway as said in title im using 3ds max 2011
Sadly I re-imported the MOI3D into another real-time engine and I get the problem on other spots. So it seems it has to do with importing causing something to change, then when I export it retains that issue. I tried using Eevee to just check the MOI3D on import If I clear custom split normals It fixes that part, but then…
Local Dallas university is looking for a professor of lighting shading and texturing using the Unity game engine and Maya. Experience with those packages preferred however if the candidate has other software(s) experience that is fine. We are mainly looking for artistic talent to teach our students how to light, texture…
Hey guys, Been having this idea in my head for a while to build a planet shader for the unreal 3 engine using height maps as an input, and generating other details and masks procedurally. In my shameful joblessness, I was able to find some time to do this. And because i don't want to type a 2000 page description of the…
The high poly needs to be mostly shading error free, tiny smoothing issues are ignorable if they will be smaller than a few pixels. The normal map on the low poly will fix shading errors only if you are using a synced normal map workflow, otherwise, the lowpoly needs to be free from most shading errors. Even if you are…
A good start would be to keep the Lambert shading with a Blinn specular. That's could a good start without killing your performances with PBL shaders. http://oliverm-h.blogspot.de/2012/02/how-to-use-blinn-specular-for-ue3.html
Oooh nice, this looks great as a next project. Make sure to post your earliest block outs, as shaded wireframes. So you can get the benefit of early/often feedback.