Welcome Bob, scrolling your credits reads like a who's who tent-pole 'dream team' selection for the best part of 30yrs, especially for nerdy folk (...which certainly includes me :# ) that are enamored with scifi/disaster/apoc/fantasy content and may I add particularly mechanical hard surface stuff so hope your time here is…
Hi guys :) So, the problem: Cook-Torrance calculations inside "surface" material domain works fine. I doesnt see any problem or artifacts. In case of "surface" domain, all normal or "N" calculations are taking from normal map transformed from tangent space to world space and then normalized. Calculations of same shader…
if it's a projected decal there's not much you can do except spawn it as close as possible to the surface you want it to project on to. it's possible to prevent decals casting on specific materials by setting a material property. That's probably your best option if you need something quick The only way to get a decal to…
Indirect lighting is adding more light but different materials are able to absorb different wavelengths (which is what gives them the appearance of having a specific color; for example: if a material were to absorb all wavelengths except for the red ones, it would appear red because it is only giving off those red…
Aside from ambient occlusion, the only map I'd find most useful (which in essence is what you're trying to fake when using Crazybump or these other apps doing 2d passes over a baked local-space normal map) is a surface curvature map. These are pretty hard to come by at the moment (there used to be a plugin for Maya to get…
hey thanks! cheers for the heads up on the presentation. i think ill start using larger images. definitely will revisit that lighting setup. i want to keep the dramatic shadows at the front (worth leaving?) but the rest can be eeked out. ok patches. theyre a bit crap to model with initially (like nurbs; always fighting…
Well at least it's a reasonable start! Also by the way was it modeled off of a
background reference image or concept art? I’ll recommend finishing translating
each individual blocked piece, into a high resolution (sub divided high poly)
artifact free base mesh which in my opinion believe is the actual core…
@kalosy Credit goes to a lot of smarter people than me for that quote :D But it's definitely on point. To learn hard surface modelling and baking you don't need to do a full mech. It sounds sexy and exciting until you realize that the difficult parts are those parts you thought were simple. Most probably your first hard…
No it's actually fairly simple. Imagine you have a quad that is essentially perfectly flat (all 4 positions in the same plane). Then imagine you have one vertex normal that points far away from the face normal in one direction and then let's say the other 3 go moderately to the other direction. And let's say the ones going…
Wrap does what you want in principle...the only difference from your case is that you have to set up point pairs manually yourself. I think the point pairs are stored on the surface of the mesh, not in world space. So if you had an initial wrapping setup and needed to adjust the high polys shape and position, the point…