First of all awesome, its a Supra! Now for automotive work you model the car mid poly, I have never seen automotive work going through high and low poly. Due to the nature of car's curvature shifts and mostly flat areas. Usually you bake the mid poly car onto itself to get the required maps. Having said that vehicles that…
So I have spent the last couple of days learning a bunch of new things and wrapping up the sculpts on this pillar. So first up will be the final High Poly sculpts from Mudbox. So again, I feel that I learn a lot of new techniques and these pieces reflect that from what I have previously done on this project. Next up, here…
I own the pro version of shadermap, it's a really good program for being so on-the-cheap. Next version is in development with a lot of cool features, uses a full 3d interface next version instead of windows etc so u can preview and do all the other stuff right in one dialogue, instead of and extra one to preview. Looking…
Yeah sharing information is always a pleasure, and it's always beneficial on both ends so that's great :) I have a whole lot of questions about Dota myself, and I am sure that I'll find all my answers here given how dedicated everyone seems to be :) GhostD : not sure what you mean by that - do you mean, what happens after…
Recently there has been a lot of people on google+ hanging out and screen sharing. Whenever somebody is baking out/using a bent normal map a lot of questions get asked about what they are, what they do and how to use them. I thought i'd put together a small bit of info on them and what i normally use them for. If you have…
Maybe because the reflection "factor" of light on asphalt in in total greater than in some plant "array" because of the darker looking spots inbetween and the bending of every single plant part ?? If the final result does fit the reference then the initial darer color does fit this "experience top" ?? Ohh.. indeed.. just…
all you have to do is feed a greyscale mask into the alpha of a lerp, and have one lerp input be your texture multiplied by the image or constant 3 you want to use for colour variation and the other input be your plain image. here is a quick example in one of my materials where im using a mask to colorize the brick grout.…
your maps seem quite random, the diffuse is very plain and has few interesting details. the specular seems over the top, and the normal map has a lot of noise and very tight edges meaning you're not going to get any nice height informatiom - and as you can see in your rnder, the bricks look very flat. you should paint in…
jocose - it´s ok. I don´t mind any comment regarding anything you think that should be improved. I was reading your post a while before I was going to bed and if I remember that right you were mentioning that there was something weird about the eyes. It actually helped me to realize that the specular map I had attached to…
Hey guys thanks for the advice and compliments, much appreciated The model will be used in a map and the size and shape of it have a huge impact on the gameplay. Like there are places where you can only get to by jumping from the top of the locomotive and thus there's a limited timeframe to get there. In some other areas…