The easiest way would probably be to create an example scene in Marmoset, which fully supports anisotropic reflections through the use of a flow map ; and then post that example on the Unreal forums to see if someone experienced with Unreal materials and shaders can help you recreate it.
0 I'm trying to figure out how to do it, I only neeed the angle from the X-Y axis between one segment and the next one. I checked out some other similar questions, but none of the ones I found were about curve segments. When I ask to chat GPT it gives me this formula, and I interpret it like that. The problem is the…
Modding still exists, only it's much smaller now, due to many issues: -Current tools released by Dev's are a joke in many cases, with requirements for the community to bring the rest, and sometimes, will send you a D&C letter if you do due to certain restrictions. -Many of the tools/assets used in the final games most…
Hi, Looking for a freelancer interested in some ongoing casual work. Assets will be for a mobile endless runner similar to the following example, in visual style and gameplay. Game Example Link Theme will be spiked traps, circular saw blades etc. If interested, please forward your folios to the following email address.…
MODO | Polygon
Position and Normal Example File I had a few artists request the source file from the
Geometry Constraint video and thought it would be a good resource for the community. http://www.pixelfondue.com/blog/2017/5/3/modo-polygon-position-and-normal-example-file
Its pretty close to the books though I've noticed they introduce characters differently. Example, the reed kids are actually introduced at Winterfell and for example the show totally skipped the part where Jaime and Brienne go to Haranhall. Also Jaime is supposed to have his head shaved :P
I don't know how to create a normal map tile, that you mentioned. Do you have a resouce or example on this? Also, could you show me a good uv setup example? I'm baking using xnormals and the texture of the shirt is 1k and the shoe lace is 512x512.
Hm, i have one more question if i may. If i paint cracks, for example, is there any way when i'm using polypainting, that brush somehow detects depth to paint? For example, if i only wanted to plaint surface itself and not where the cracks are?
As an example I pulled an old tired faded black t-shirt that I knew cast a gold hazy highlight at the glancing angles. That seemed to work as an example where viewers could see the gold as just overexposed/blown out pic of black fabric.
Id really try bumping up the gloss on the skin, black people usually have more visible shine on their skin. because of the overall contrast of the spec and the skins albedo colour it pops a lot more then on pale skin for example. take a look at this for example. or this one.