Looking good so far. I like the variation in bricks sizes. What software are you using to create this? I'd like to see more height for the bricks, they seem fairly flat. Also would be nice to get some chunky variation and cracks in the grout, like in the references. The bricks with chunks taken out of them seem to be…
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…
Hey @Noren ! Sorry for the late reply! been busy finishing up the project as my duedate is on the 18th August x.x I fixed the walls for now (yea.. the ceiling is kind of flat as well as the other edge details. I will fix it after submission, along with other improvement.) These are the final lighting for the environment~
if environment cube reflections been added to spec/gloss I saw no much of a difference with PBR contrary to all those before/after pictures . And it had been sort of more flexible. No special hacks was necessary to fight this PBR plastic look on flat 2d grass base for example. You could use whatever Fresnel style mask you…
Hey Peeps! Wanted to ask your opinion, how do you think what is the process of making floating geometry for Doom Eternal? Do they model by hand those bedeled Hard Surface floaters and bake that into normal, or using some sort of Ndo tool, to fast create beveled shapes? For the best explanation, please watch this piece of…
>Hooray! Even less humanly readable normal maps! Well if you want to be able to edit your maps post baking then one way to achieve this, that I like the idea of (though I am not an artist), is working with 16/32 bit single channel height maps which can be baked out in ZBrush and Blender multires bake. If you need to bake…
Thanks everyone who has taken the time to write your feedback thus far, I'm impressed by the thought everyone puts into their critiques. Looking at the model I can see as you all did that I did not provide for enough flexibility of his 'codpiece'. My imaginiation upon building was that the abdominal plate would slide down…
This is really just a practical example, this model itself isn’t used for anything. I usually work on low-resource video games where the mesh has to be heavily optimized, which is why avoiding support loops gives us a big advantage. Sometimes my models can be seen in first person, and that’s where the main problems…
Merely an additional workflow snippet thought worthwhile sharing. I'd previously bookmarked an interesting example when searching for a possible workaround, that I could cope with which involved baking non contiguous grouped HS meshes, via Painter mitigating self occlusion cast by floating geometry in object space, as…
Thanks Alex_J. I mean not the resolution but rather pixel depth . Is this png 8 or 16 bit per grey channel ? My favorite painting soft is Rebelle actually but it doesn't have any height map export at all . I asked them to do it many years ago as well as many other people too but they never did it . Blender 2.7 addon allows…