Hey folks. Trying to create a simple shape here using a rev around curve function. However I am getting some weird shading problems I am not sure how to fix. Any help would be great! Cheers. http://imageshack.us/photo/my-images/248/capturecurveproblem.jpg/
Hi, everyone Id like you to meet Ethan Coldridge a PI from the 1950s alternative version of Chicago and a hero of the Shades of black. While investigating what seemed to be a simple case, he discovers a city wide (or at least he thinks so) conspiracy and starts a little digging on the side and so his story begins.…
Hi, any ideas on how to approach rendering realistic teeth in ue4? I tried making a subsurface material and skin material so that i can plug in a subsurface map that i made, but i get only white color pushing through in strong light conditions, but i think i actually want black color to push through in low light…
Hi! I want to share with you guys, few of my texture and shading works in Castlevania: Lords of Shadow 2 All screenshots were captured from Mercurysteam Engine. If you got any questions please ask. :poly121: Breakdown: Raisa Volkova ZobekDeath Alucard SculpLighting Raisa Volkova Soldier WomanPillar KnightLever Corpse…
@Kanni3d There is a little bit of gradient beteween the flat plane and the panel line when doing that, but is just a bit, and i don't think it is relate to that shading funckyness. I exported it to marmoset and unreal and they look just as bad. @icegodofhungary Blender, just a cut on a mesh, no special shaders. Here is one…
Hello Polycount community, I am developing a shading solution for Unity based on the one used in Dota 2. You can find any information about this framework on the Unity Forum. Game Shaders Volume 1 - Dota 2 I will release a demo soon with Dota 2 characters but I also would like to show the power of this shading solution…
Amplify Shader Editor is a node-based shader creation tool inspired by industry leading editors. An open and tightly integrated solution, it provides a familiar and consistent development environment that seamlessly blends with Unity’s UI conventions and Shader use. AAA quality and flexibility at an indie affordable cost…
I have been fooling around with Mental image and FX Composer. This is a pic of a HLSL cartoon shader that is all procedural. With this shader I can change the highlights, outline, ambient, diffuse color from color swatches. The outline and highlight intensity can also be changed. The plan is to make one with the ability to…
This is yet another shader I've been in the process if trying to figure out. Essentially what it does is average the normals on the edges of two adjacent faces to make it appear beveled or 'rounded'. There is a patent for it that goes into more detail on how it works, here:…
So, I have this problem with my mesh where one part of the mesh doesn't ever want to shade smoothly. No matter whatever I do the mesh's shader displays a harsh gradient akin to having soft edges on an non-beveled 90 degree corners. Doesn't matter if I try give it a hard edge, fill in the awkward hole that's hidden in the…