Some things I noticed: The angle is really odd. Your lighting mainly seems to rely on an HDRI environment (of an empty office/industrial space?) rather than a studio setup. And if you did set lights, then the HDRI works against that. Some of the reflections seem to have little or no Fresnel falloff when facing the camera.…
Here is a before after some tweaks If you look closely to the maps, u can see the difference on the roughness map, which is very important to get right, mainly having roughness variation between material types, and adding dirt and splotches to make the surface more apealing. Small imperfections is what sells surfaces. On…
Talking about emitted candelas is quite misleading as it is a vector not a scalar unit. The energy amount emitted by a luminous surface is the Lumen, which expresses the Luminous Flux. You could obtain the Luminous Flux from a perfectly diffusing surface (Lambertian) by dividing its maximum Luminous Intensity, along the…
I tend to use splines a lot for hard surface modeling. Here are some slides from a demonstration I did recently . Sorry about the language, they are in bulgarian...basically, I project plane surfaces onto proxy models using some projection tool ,in my case this is polyboost. slide1: I start with splines, quickly convert…
Notes on "Art Tutorial" by Arne Niklas Jansson (androidarts.com) This tutorial makes many good points and wise comments, and I'd have no problem recommending it provided people make use of the following footnotes: Terminology "Saturation - How much color there is. Grays aren't saturated. Neon colors are very saturated. In…
Microsoft Surface Pro.. Gabe from Penny Arcade now uses it and so do quiet a few other artists I just got the 128GB Microsoft Surface Pro and it's great for drawing with Manga Studio, Photoshop and Sketchbook Pro, I wouldn't maybe do much 3d on it, but for drawing etc, its' awesome. Sent back my Cintiq13hd and just sold my…
I never tried a shader with porosity , just a usual PBR roughness/metallic ones and they do have problems with making nice looking wet surface and imo old not energy conserving non-PBR method allows to fix it easily . I mean that many pretty rough and grainy surfaces when getting wet starts to reflect very intense…
Spec = Reflection. In a game/low end shader the Spec only takes your scenes lights into consideration. the little blobs you see are a mathematical representation of how the lights would look if they were reflecting on the surface. It totally ignores the surrounding environment because it would take to long to calculate. So…
but as soon as you get too close, it's very clear they’re just intersecting planes do the planes normals match the surface normals ? if they don't then their planar nature is pretty obvious this is crossing planes admittedly with a pretty low res texture
Okay sorry for being a bit cagey about describing this. I've been able to narrow it down to simple export from Max, i'm using this inside of daz so i use a variety of programs but dont let that throw you off. 1 shows materials inside of max all multi-surface. 2 shows the materials inside of uv mapper. 3 shows my export…