The Ambient Occlusion that Toolbag 2 generates is screen-space ambient occlusion, which isn't baked... So there is no way to render out that ambient occlusion to a UV texture.
Hello everyone, this is my 1st post here :) This is a personal project for my portfolio, that i have been working on for a while. I would like to hear your C&C to help me finish it the best way possible. Any comments are more than welcome. Model from maya : and model from ZBrush :
i've been following this project for a few, as i have a not-so-secret crush on Max, their lead programmer and i wanted to spread the news that they've posted a new "videocast" a few days ago that shows off their new game engine! it's looking pretty cool!…
Pretty excited for this. Didnt see another thread of this so I just decided to post it. https://www.youtube.com/watch?v=H9jutQj85q0 https://www.youtube.com/watch?v=gF1EQAtaZEo Some concept art : http://conceptartworld.com/news/last-us-concept-art-reveal-psx-2016/ Cinematic Stills : https://www.artstation.com/artwork/OdyzJ
Ok so i am doing a Clinkz set. been going for a sort of drunken traveler type thing. this is my initial concept art for it. ive been changing it a lot along the way so it doesn't really look that much like it anymore.
How do I use a simple greyscale map for opacity? What slot/section is the place for it? I have a gun w/ a scope and want to simply make the scope refractive.
I saw some other entries on the forum, so here's my attempt for the Arena Net Contest. this is my current working in progress. Worked on some of the armor pieces and props.