I'd say, after looking on that design that it has tons of different metal plates etc, which is really good for you if you want to use a high pixel density. You could have 3-4 plates or so in some different sizes on perhaps a 512^2 or 1024^2 and reuse those over your ship in a smart way? Ambient occlusion could be baked in…
In your example, this backface culling setting was applied to only the "selected" active selection ( if any ). That might lead to unexpected behavior if you simply meant to apply backface culling to "ALL" or on an object that wasn't selected. If that were true then the right answer would be to simply select the "all"…
Hey, So, like most game artists out there at the minute I've been looking into the whole PBR thing and Unreal4. There seem to be 2 different methods I've seen so far and I'm wondering which is the best to use and when. Firstly, I've seen objects with texture sheets laid out pretty much as they have been for donkeys years.…
Unity doesn't really have a proper cutscene editor on it's own(yet) like unreal does. There are some solutions on the asset store to fix that, i'm still looking to find out what the best one is myself. Cinema Director looks very promising so far, but it's not cheap. If I you don't want to buy one you can try making…
Hey guys, I just put out a small update to version 1.01 on the website. This version has also been made for Maya 2009 and Maya 2010 x64.. x86 versions will be coming soon. I have not tested this with 2009 and 2010.. so any feedback is welcome! Release Notes: * Got rid of custom node for merge vertices (older scenes with…
(UPDATE THE CREATED PLANES DO NOT NEED ANY SEGMENTS) scruples, and Rhjs grid planes need to be lined up with the max grid, and need to be efficient to get thefewwest planes possible to fill up an area (yes my example up top is not perfectly efficient) the planes also need to have verts every .5 meters snapped to max grid.…
Alright, I'm resurrecting this thread ** casts NECRO on thread ** and calling upon you awesome peeps for some more help! I've downloaded nvidia's fx composer and am writing a shader from scratch in it. I'm quite enjoying the process so far. But now I've hit a bit of a road block. It seems that if I use: dot(Light, Normal)…
That's definitely a good start, it looks a lot more organized now. I took a stab at it with your fbx file, and here is what I came up with. But first, a few points to note: 1. This was a quick and dirty job, so don't take it as gospel. There are definitely a number of things to be improved upon, but it was hard to make…
It is not possible to make the surface more reflective without increasing the reflectivity (spec map if using the specular workflow). Specular and reflections are not separate material properties like they may be in old school shaders, in a physically based rendering pipeline, and in reality, there is only specular…
Hey Eric hopefully this will help. Here is a image of the Illustrator paths that they use to cut the graphics. Take for example the very front of the hood, front center. It is 491.612 mm by 233.937 mm which is roughly 19in x9in. This is the path I imported into 3D max to make my poly parts from so I knew they was the…