Hello all, I'm in a bit of a pickle. I am working at an OSX only studio, and I need to mess with DDS files, cube maps, and Maya LT's shaderFX. My questions: 1. What format do DDS cubemaps need to be for maya to read them? Standard unreal cubemaps with all of them in a line? 2. Has anyone found a way to author DDS cubemaps…
Thanks for the replies while i've been away guys, been on a little jaunt over to sunny Belfast. Really enjoyed it, both the holiday and the break in general. Visited the game of thrones sights and got my nerd on, but i'm back now and i've been cracking on. Here's the current status of the head, been working hard to try and…
Stylized Leather Stylized Metal Stylized Orange Plastic Stylized Grey Stone Stylized Grey Stone Textured Stylized Red Stone Most of these are WIPs. Let me know what you think :)
https://twitter.com/RagingSpaniard/status/1126276538586910720 Been meaning to return to polycount for a while, this project is getting pretty big so I thought this was good timing :smile: CT is my favorite game of all time, that's not novel or anything. I think it perfectly achieves everything it sets out to do and I've…
Little update for you guys. Spent most of my 3 day weekend working on the car (ugh...). Managed to drive it a few laps around the cul de sac before the transmission stopped working (I'll upload the vid when I get a chance). Towed the car over to a local transmission shop this morning, heard back from them saying that the…
I agree with tinman shep, I think it looks closer to how you should go with just the smoothed vert lit.. I reckon pull your textures back a bit. the vert lit city looks ace
@Rorsh Thank you for providing those sample images. The Nikon 18-105mm f/3.5-5.6 VR DX is one of their softer kit lenses. Stopping down to somewhere between f/5.6 and f/8 should help sharpen things up a bit. It also looks like the camera is having some minor back focusing issues in the first two photos. Stopping down to…
Done! Here is draft 3: Play time! She didn’t like the room. It was big, had toys she had never seen until
that afternoon, a wardrobe that touched both the floor and the ceiling, and a
switch next to the locked door that could turn on all the lamps, which would
fill the room in a mix of white and pink light. Yet, she didn’t…
I am working in Unity. I have been working on a foliage shader but am stuck on its lighting. What I'm looking for is double-sided translucency in deferred path. If a quads frontface is lit, its backface should also be lit and vice versa. I have had some success with custom lighting but that means forward rendering which I…