awesome work on the new shaders. here is hair test along with cloth fuzz test. found a bug with turntable rendering, not sure if it was mentioned before. while playing scene turntable, the scene light direction does not respect current rotation. so if the sky is rotated to 60, then turntable does not start from 60 but from…
Definitely one of the topics that gets rehashed a lot, there's a ton of good advice out there already about this topic. Your portfolio repels jobs and 100 things every game student should now (it's not just about branding, but there's a ton of good related general advice). A lot of things in this video are a bit too…
Here you go @Ayples, a few textures from selected buildings and vehicles. There is nothing crazy going on to texture these assets, but we did overlay a few different passes at the top of the textures layer stack: - AO bake, set to multiply 100%. - Shadows baked from a top-down directional light, set to multiply 100%. - A…
I believe the black and white will give you the same result as luminosity if you set every color value in the options to 100 instead of whatever it gives by default. Not 100% sure on this though. btw the latest update is looking nice! I like the pose. The armor and equipment is very nicely modeled! Some very fine work…
Yeah I was thinking too hard about it and ended up taking the swirly bits out at the bottoms. But I'm not sure I hit that painted look. It's definitely stylized, and I'm not trying to match the concept 100% with the textures. All this has is base color and a normal map, no rougness since I'm just testing out…
The basic idea is 100% green is perceptually brighter than 100% blue, so it gets a higher luminance weight. Grayscale mode uses the luminance weighting, but de-saturation uses equal weight per channel. Makes sense when you think about it, de-sat is doing just that and nothing else. More info, incl the weights...…
Hello, this is the last work I've done, wanted to learn a little bit hand painting texture and lowpoly. Everything are screenshots from the maya persp window :) Character: 705 tris. Weapons: 100 tris./ Texture: 512x512 Additional weapons: respectively lance:99, shield:84, one hand sword:94 and two hand sword: 100 tris /…
today i did try on the transparencies but i cant get it to work properly in mental ray... the transp-map is 100% b&w and still on 100% transparency mental ray renders the map in a dark black... does somebody know how i can solve this??? in maya with the 2.0 hardware render everything looks pretty good but i would like to…
Imitating 100% is probably pointless, but transferring the useful qualities over to digital from traditional to digital isn't in my opinion. One of the qualities I like about traditional is the unpredictability when mixing pigments - when it dries it's not usually the same value or hue as it was when the paint was wet,…
I don't care about your resume's creativity. Read this article called 100% Clever, 0% Hired. https://deardesignstudent.com/100-clever-0-hired-77b8ad81ff7#.o52ltv9sm Just give me a good old black and white text doc about your employment and education, because I'm going to spend all of 2 seconds reading it anyways.. Combo…