I kind of thought the 'Unlimited poly count' was a bit much. My first thought went o someone with a full blast system able to handle 500K tris with no sweat and a competitor who could only do 10k. Now I know a 10k can look kick ass and a 500k can look sloppy, but it just got me thinking that the comp slants toward those…
I haven't done much actual polypainting in zbrush for the cave sculpts. I do output a cavity mask in both directions (cavity -100 and +100), and a peaks and valleys mask. The other supporting maps I usually use are curvature and AO (which is used to create some dirt masks). My texture PSDs usually involve a fairly smooth…
we released a new piece of promotional artwork a little while ago thought you guys might enjoy it and maybe make suggestions for the next pr piece ! 100% in engine but not 100% in game ;) highres version:http://www.exitstrategyentertainment.com/images/wall_paper_04.jpg shameless cross promotion incoming: you can support…
Yes it would, if a pixel returned a 100% black point next to a 100% white point it would alias, if you tried to draw a power line by simply sampling 1 point per pixel you would get a heck of a lot of aliasing. Same goes for textures, there wouldn't be "Textures" on the points but there would be colors and those would need…
If you draw a new tool onto the document with an RGB/Z intensity at anything less than 100, you run into errors like this. At extremely low values its very easy to spot (the tool takes on a transparent quality), but if the value is around 98 or 99 then the tool looks normal (but has the brush behavior you describe). If…
base color -black, metallic -black, roughness -is dark rectangles on white background. It's not that strong as metal halos but still makes noisy/grainy surfaces a bit less crisp comparing with old spec level shaders where highlight intensity was expressed directly by pixel values. btw, picture also shows how much highlight…
I'm not exactly 100% sure what your asking, but 2 is obviously just a cube (without extra edgeloops) with hard edges, which would be something like separate smoothing groups for each face in 3dsmax (never used it though) Also when painting textures like this, it's usually best to just turn off all lighting/make the texture…
Awesome tutorial man. I think the compression is fine, I could see everything you clicked. One quick thing. Instead of bumping up your normal from 1.0 to 1.8, you should have first made the bump map 100%, as the default is 30, and you left it like that. So it was only giving you 30% which is why you had to bump it up. I…
@ZacD Yeah,I don't like the lighting either.To better understand what I'm aiming for,this is the concept I'm LOOSELY work after: (the rights of the image belongs to it's creator, Ken Li).As you can see the main light in the concept comes from the front of the camera,that's what I'm trying to replicate,also the fog and…