it might not look so but we are doing quite some stuff to the shading inside the engine, we did more before but well most stuff we tested didn't work out in motion, thats why the hatching is now baked into the diffuse as opposed to be drawn dynamicly based on the lighting, it worked for stills but was awful in motion its…
Yeah doing the teeth every link definitely would have looked better in hindsight, I was going off of this pic: Also, my teeth stick up too far, and look pretty crap on the bake. I should have done planes, but I wanted to animate like EQ ha. I finished the bake, slapped the quickest diffuse on there ever (flat with AO) and…
Hello all. So I'm trying to figure out how to texture pack correctly in Substance Designer so that I can use a combined rgb map (roughness, metallic, and AO) inside my project in Unreal Engine. I did some research and found that the RGBA Merge node is perfect for this. However, I don't think I'm using it correctly inside…
Hey ! New project for this new year :D I decided to work on a futuristic building with clean texture Heres where Im at for the moment : I blocked out some ideas as well : This needs some paintover. The shader used for this building is pretty simple (I can post it in details if you want). But basically, what it does is :…
Hi Everyone, I am having an issue in UDK with using multiple UV's. I am trying to make it so my normals are on a separate UV than the Diffuse/spec. My issue comes in when I separated the 2. Break down: I am using the exact same model with exact same UV's for normal map. Model with Error: UV channel 1 in Max is my Diffuse…
Another update, liking the cleaner style. One thing I noticed that with cycles it seems harder to get a nice specular, Vray seesm to make a nicer more colorful midtone. Cycles BSDF seems to lack the amount of controls , like diffuse amount, diffuse roughness etc
So I have spent the last couple of days learning a bunch of new things and wrapping up the sculpts on this pillar. So first up will be the final High Poly sculpts from Mudbox. So again, I feel that I learn a lot of new techniques and these pieces reflect that from what I have previously done on this project. Next up, here…
I own the pro version of shadermap, it's a really good program for being so on-the-cheap. Next version is in development with a lot of cool features, uses a full 3d interface next version instead of windows etc so u can preview and do all the other stuff right in one dialogue, instead of and extra one to preview. Looking…
Yeah sharing information is always a pleasure, and it's always beneficial on both ends so that's great :) I have a whole lot of questions about Dota myself, and I am sure that I'll find all my answers here given how dedicated everyone seems to be :) GhostD : not sure what you mean by that - do you mean, what happens after…
From a glance. I would say a lot of it would most likely be done via baking from the high-poly source that was hand stylized in sculpt. Most of the texturing like this is done with solid fill layering and procedural masking, in combination with gradient diffuse textures. Which most of the color blending comes from…