Since I do 3PS weapons, I found a while back that getting the wrap to actually physically continue all the way down (which is a pain, modeling wise) wasn't really worth the effort. It may be for an FPS weapon that gets seen from both sides, but I doubt it'd be worth it for a single model, either. Plus then you can't mirror…
yeah you have lighting information on the diffuse which 99% of the time is a big no-no, the last percent being the ambocc and the selfillum stuff, all your lighting info is carried ingame by your normalmap and specular, no need to paint highlights on the diffuse, avoid too saturated colors aswell on that since that too…
Zbrush is better for starting a project and Mudbox is better for finishing a project. Mudbox has a much less fiddly layer system which is good for adding lots of small details and making realistic transitions between different types of surface. Its viewport is also more honest and the developers chose rendering features…
Personally any time I have subed to a website like digital tutors or lynda, its just information overload and you end up dabbling in everything, and this leads to an extreme lack of focus. I would say set a goal and objective for what you want to learn, environments, characters etc and then perhaps subscribe for a single…
Thanks for the replies while i've been away guys, been on a little jaunt over to sunny Belfast. Really enjoyed it, both the holiday and the break in general. Visited the game of thrones sights and got my nerd on, but i'm back now and i've been cracking on. Here's the current status of the head, been working hard to try and…
This is not a popular opinion but I don't believe in cavity maps going into specular. By manipulating specular you are reducing the refractive index of light hitting the surface which completely breaks the notion of having a physical basis in the first place. Instead, use Unreal's awesome method of adding normal…
I'm not at all a fan of Anita Sarkeesian (doesn't have much to do with her message, I just prefer action over talking about action), but I think Makkon touched on one of the most important points earlier - it's not just her life Anita needs to think about when these types of threats come in, it's the lives of any…
Recently I've been revisiting the texture naming convention currently in use, and I'm at a bit of a crossroads. While this has barely any impact on the end user (modding/asset extraction aside), it has a huge impact on UX. Currently used naming scheme allows for quick identification while consisting of only three…
My god lets see. 1999 - Wrapped up my freshman year of college. - Worried more about playing baseball, partying and chicks then my studies. Didn't enroll for the fall semester. - Broke up with girlfriend of 3 years. Went on to bang lots of chicks. - Left Maine for the summer and spent most of it between Fayetteville, NC…
The difference in green channel value you are seing is probably coming from a confusion of terms. "Bent" normals refers to a technique that fakes some extra shading by bending the normals in a way that is not just related to the surface of the high, but also to cavity information. That way when light shines down an object…