Hehew, no thanks.. I've been working 10, 12h a day six days for week. On free time I prefer to work on my personal stuff and go to the gym. If mods decide to put these threads on showcase, they will add proper banners themselves.
Hey everyong it's been a while, only had time to work on this project recently so here's my latest let me know what you think. Low poly (12k triangles) 4092x4092 game asset PBR in Substance painter.
it's not public i'm afraid, they're just ironing out bugs. Shouldn't take long till release i hope. They have a free 30 day trial version for modo 103 and i'm sure they'll have the same for modo 201
Thnx for advices. I fixed that things u were talking about. Now im slowly moving into detial. Model is HP. Has something about 1.3 mln tri heheh Nop it is premantntly closed. :) Here is new up: And a head.
Started to work a week ago, almost impossible difficult with all those sheet metal s***. MG3 general purpose machine gun MG3 Ammo Box 120 Rounds ( Patronenkasten DM40004 ) MG3 Ammo Crate 250 Rounds ( Patronenkasten DM2 ) MG3 Anti-Aircraft tripod ( Fliegerdreibein )
Just a fun little thing based off a concept from Next Level. this guy is 1013 polys and fills up (1)512 (1)256 (1)128 texture sheets for each channel. I got lazy in some parts but ohwell. Took about 9-10 hours.
Thanks for replying. - Base Surface > Specualr Quality > Ver High (128) doesn't fix it - Switching HDRI to one of SP's default HDRIs doesn't fix it - The scene is setup for PBR workflow. Project config is: OpenGL and Color Configuration of OpenColorIO with Substance config (defaulting this also doesn't fix it). The shader…
I guess the material is new for 1.3, it's called advancedRefraction or something like that. It's just above flatEnironment material. It only got Diffuse, normal and spec. The normal will only change the refraction (if you don't know what that is check it on wiki :) ) and diffuse and spec is pretty much straight forward :)
Okay, slightly spoiler picture here: http://i265.photobucket.com/albums/ii215/Garbish/MassEffect32012-03-1123-35-11-74.jpg Still at work so can't check it, but if that is not a Photoshopped picture of that character's extra outfit, then someone at Bioware has been kinda nasty ;)
From my tests it was pretty useful fast rendering, even when I had the shadows maps at 512 cause I thought 128 was to smooth, wonder why I have not seen this script mentioned before here, seems like a good alternative to the other methods :)