I am not aware of any engines that use the metalness workflow but don't claim to have physically based shaders, but that in itself doesn't mean much. Again, its not mutually exclusive. However, you do not need a metalness input to have physically based shaders, its simply not a requirement. If you take the time to…
Great post Hazardous and thread overall. The main thing that you hit on that resonates with me is the putting the time in early on. People think cause they can make a cube or UV map that cube that it's enough. It's simply not. You need to put in the time. I always point people to read Malcolm Gladwell's book Outliers. It…
I think this is actually very common, to the artist all you have is one "uber shader", you can use the inputs from that shader and easily compile it down to more optimized shaders depending on what sort of inputs the artists gives, you might think this would result in 50000 different shaders, but in reality its just a few.…
hhhmm, good question, i would probably not model the interior. Have one unwrap sheet (1 building - 1 unwrap sheet), simply because of a matter of organization (unwrap it as a whole like any other prop). This method would come in handy if lets say your making a whole neighborhood. If i was you, i would spend sometime over…
Thanks for the feedback! The bust idea is interesting haven't thought about that earlier... Might turn it into a bust, will give it some more thought. I had in mind to use this to learn animations etc too :/ And yes the clothing does look blobby as u say, it's very WIP and i had in mind to take a second sweep on all the…
Ok here is an image breakdown. I am really trying to understand why I cant get any shadow casting. This is what I would like to see with my meshes etc. This is with built lighting This is what happens when I build lighting using lightmass light importance volume etc. 1 Dominant Direc Light one spot light and a few point…
Hey there! Here are my 2 cents: Snuffleatron: - there is no material defintion at all (metal needs a lot of contrast in the spec map) - overall presentation is a bit weird to be honest. An elephant-street-clean-thing on a street-turntable in space? ^^ tank: - same thing with the material definition, play around with it,…
Well, if you see a model and you can spot the image that was pasted on it and left as is for the texture, that is a bad thing. Especially if the photo source has lighting etc that sticks out. Worse yet is when you can tell it had a very poorly done crazybump pass to create the normals, double yuck. Using photos as source…
Hey everyone thanks for the crits and kind words. @peanut reverendk nailed it on the head really it's all about painting on subtle variations, meaning I can use the same tileable texture for all the walls, and paint on cracks etc in the right places from the concept, round the doors etc. But yeah the material isnt that…
Well as I said, the problem is that it was a school assignment (the first one we had) were we had to make a vehicle with only basic primitives(box/cilinder/etc) and some modifiers(bend/taper/etc) (and no editable poly's). It was meant to get people used to the software (3dsmax) and the hotkeys, etc. So we couldn't even…