Yeah it isn't too pretty right now :poly124:. Basically what I'd like to do is add the x and y values stored in a map to the x and y values (ndotl) of the surface and have them multiplied together to equal some type of lambert bump shading. Right now I'm sort of fudging that for various reason and need to iron things out.…
Thank you Haftoof! Below is a post from last year, still proud of it so I figured I'd post it here too. IT'S FINALLY DONE!!!!!!!!!!!!!!! ahem okay so a years worth of work has come to a close, and I'm super excited to be able to share it with everyone. Here's our beautiful baby with modeling and marketing by Belkun,…
If the rotation isn't applied to the mesh you can work in local axis mode by either selecting it in the transform orientation dropdown in the viewport header or by pressing the axis shortcuts twice if you leave it as global. It works even when you constrain the scaling to two axis by pressing shift+axis letter. Example:…
Thankfully the Zimmerit is pretty non destructive, and if I shuffle the UVs a bit I should be able to break up that apparent tiling. I'm slowly getting through taking the individual models from "mostly done" to "textureable-y done" and getting the substance painter documents and bakes setup. Here's a few marmoset renders…
I am an experienced Unreal Engine developer and am looking for a art partner to collab on a game kit with working assets. You would make the models and PBRs and I program mechanics for them so they work and can be used game-ready. Also I would add further effects and adjustable parameters if required. Examples for such…