ceebee@ yea I agree if the stuff on your real does not make the cut then you don't get the gig. same in film and games I think. I have no illusions about that. if you try to jump into it without makeing adjustments in your style, textures, all kind of subtle things you could totally fall on your sword. even if your good on…
All the texture sheets are 2048x2048 except for the hair which is 512x512 The shaders are quite simple most materials are made from just plugged in the textures to the correct nodes, the SSS map was a little tricky to get working well with the rest of the material and was blurring the facial hair, the texture was blurred…
This is what perplexes me, from one side, the work etiquette in gaming is radically different due to the social structure that surrounds the workforce vs the managerial school of thought which comes from people which have been in business for a while, and on the other, the industry simply grew too fast not having enough…
I was searching the Unity3D forums and came across the Strumpy Shader Editor (SSE). It's a visual shader editor akin to UDK's material editor. I decided to try to convert what I've got so far to Unity and SSE and it has been going well so far. I know you've been helping me in UDK, but I believe it's easily translatable to…
AMD is obviously pulling up the rear these days in terms of processing with CPU's, but then, they are cheaper, and realtime graphics dont really require that much, if any cpu demands at all. So I get where you are going... However it looks like you are not saving money on the processor but are sacrificing processing power…
Slightly OT but this needs to be said, Im sorry, but Deus Ex graphics looked much better than System Shock 2s. Yet even at the time Deus Ex graphics werent cutting edge, and as stated they were only a year apart. Those polygons for the nose always bugged me in SS2. SS2 also wasn't a living breathing world where you had…
Are you actually using a specular-gloss workflow based on the tutorial, or a metalness-roughness workflow? The latter one is the most typically used in these days. Because on your "Gloss" slot has a "roughness" map, and you inverted it to work as a gloss map, which is right to get it work properly in that case... ...but I…
Hi, Jin from Quixel here. Your setup is overall correct but I will suggest you a few things and share more information bellow about LiveLink: * If you have roughness, you don't need gloss(iness). It's the same thing, just inverted. V-Ray can use both but some renderers are only using one or the other. You get to choose…
its been said many times, but as this is more of a survey/poll, here I go. Reassign materials upon mesh reload. Independent reflection control Independent emissive bloom control. More texture channels for floor. Tiling ocntrol of textures. Don't know if the last one is just me, but when doing a turntable export in image…
The GI solution in UE is experimental and you have to enable it with Cvars. And I need to say it is nowhere production ready like Snowdrop or CryEngine. Also I have been trying engines for a while now for a personal project and please let me tell this: When you put a real time GI solution in your engine it does not work…