I dont know how to call it but i wanted to make a thread for people who wants to share shading networks made in arnold with textures made procedurally. I'm still learning about that topic and its amazing what you can do with a bit of knowledge of how diferent nodes work together For this i make two alPatterns and i combine…
Hello! I am a student currently study to be a environment artist, mainly focusing on texturing in Substance and doing environment setups in UE4. But I also love visual effects and character sculpting so some of that may popup throughout my sketchbook if I happen to be working on that. I am very much open to critiques…
Brief: Overgrown in sacred grounds the wandering roots slither through diluted soil while the tall living limbs bask in the light of the divine. The mouths of stone shower a stream of channeled water for nature's hunger. In the bliss of it all rests the ancient throne of Elvenking Olweyn, once ruler of the now isolated…
My fellow Vancouverites, if you're not attending Anomaly on October 30th your weekend is probably going to be 7-out-of-10 instead of 11-out-of-10. Why? Craig Mullins, that's why! Anomaly - Vancouver Aquarium This years Anomaly event is happening at the Vancouver Aquarium. If you're a videogame artist living in Vancouver…
Hey Tanner, I thank you for the feedback. The color background came from the backdrop in Maya. Haha I'm trying to figure out how to pull it out. As far as the set up, it was directed from our professors to be that way. I too thought about the wood, especially the floors being too dark but it was advised to make it so.…
One thing that immediatly hit me when looking at your first scene is a certain inconsistency in material usage. While the outer walls of the cathedral are made from big rough stones the style of the door-arc is much more refined, intact. I don't know how to express this: Your outer walls scream: medieval gothic cathedral…
This prop is looking cool Royalshark! I feel like there are some things that can be done to improve the texture and overall readability though. If you desaturated your renders, it looks like all of your values are very similar across the board. It would help the readability and focus if you separate your values based off…
I have internet again! Life is whole once more! Anyways, I've worked the scene as much as humanly possible while also trying to settle in to this new place. Still settling in. :poly127: I worked a large portion on refining the shaders. Everything in there I made, except the dirt, that's UDK's, I'm working on it right now.…
Dippn - Thanks for the comment. Luckily I have been good and can put down MW2 for extended periods of time to get stuff done. Soft Hands - All the style goes to Keith Thompson since he created the concept. roosterMAP - I'm going for an ivory look in the handle, playing with textures right now to see what I can do to add…
Who, me? Well the first question is, why? Do you really care? I am not talking about a fresnel in the sense of rim lighting or what you would normally do with it, but using Schlick's approximation for better specular highlighting on stone. http://filmicgames.com/archives/557 is what I was trying to get at with UDK custom…