The way I usually do this sort of this is to use a ramp in the material. Set up a material that has both the shiney and notshiney states, and then lerp between them. The trick would be to use a long texture as a 'ramp', like 1pixel by 256x, mostly black with a single pixel of white in the middle (or a few pixels blurred if…
If you think about what density means, it's saying that a certain amount of surface space is equal to a certain amount of pixels. If your density is 1024pixels/m that means 1m = 1024pixels. So if you divide your 1m grid into 50cm, what does that mean for your pixels? 512px = 50cm. Now think about your mesh grid. There is…
Alright, time to start a dumping ground for WIPs and never-to-be-finished projects. Crits are most welcome! Keep in mind I won't be able to go back and rework stuff most of the time, but that doesn't mean I'm not paying attention.
I always though that every node in Designer could be disassembled deep upto atomic nodes or basic math and functions inside pixel processors. But some like Flood fill had never let me figure out how they really work whatever time I wasted . I want to make a few basic quick working sbsars for Photoshop with nodes like AO,…
Hope I'm doing this right, new to polycount. I'm looking for feedback in general. Criticism is worth more to me than a silent upvote. I am a web-developer, and I do graphics as a hobby. I thought I'd try my hand at CS:GO. I'm not gonna post all of them, if you want to see the rest you can click here.
uniform pixel density it seems is not something you have heard of... The scene at current is muddy looking because lack of uniform pixel density. That being making sure that everything is and well defined as any other part. It kills the shot when a pixle next to another one is 10 times the size of the other one. Another…
Plan is a good one and high resolution at 4k for a hero portfolio piece I'd want to squeeze in every pixel could possibly grab thereby hopefully capture the attention of eyeballs that actually matter which typically, at a glance what you've created is worth their time continuing too scroll through a detailed breakdown how…
Hey Polycount, Im posting here to show you the development progress along the way and get some feedback on the art and the gameplay etc. of our first game as a team. So for now the only thing we can show you is a small in-game image but a video of the first tutorial level is on its way. We will soon show you some of the…