How/what software was used to create PBR textures in the 2000s? For example, Iron Man. The reflective metal is something I've always been curious on how it was done for the time period. Another example is the older GTA's and Half-Life's. How do these textures look so real on the colormap alone?
Ray marching has become a very popular technique these days among real time artists and developers, due to the crazily increasing hardware speed. It was widely used in the past too, but mostly in offline applications because of its computation requirements. But luckily now we can have a glimple in our real time renderers…
Thank you guys for the amazing feedback! I'll do my best to answer as thoroughly as possible. Bartalon: Thank you for linking to the latest version. This will make it into the next build. Jaidek: Yes! In 3DO you can turn PBR off, and when you set up your project you can load the "Base Definition" preset to quickly bake in…
Odium: I think Earthquakes comment was more directed at how little you seemed to realise the potential of this. Yes the original image was not the greatest example of it but it was however a first pass attempt and therefore required us to look beyond the immediate flaws as Arshlevon did and think of its potential uses.…
I guess I were to make a counterproposal regarding a watermark or icon, it would be along the lines of "how much of that image did I actively create". It would not replace a proper written breakdown of contributions, just serve as a rough first indicator. It would cover a lot of cases, like collaborations, bought assets…
Hey Polycount, I got a question regarding the roughness found in metalness. COMPLETELY DISREGARDING non-metal/dielectric detail like rust,dirt,scratches etc, are there any real life metals that have completely blurred to no reflections at all? See the middle and far right teapots as examples. I understand metal on its own…
I like the badger, his hands and claws could use some work though, they don't look functional really, more like an awkward glove. As far as the upside down cross, it doesn't really matter what it's origins are if 90% of the people initially think "satanism" or "anti-religion" Thats like using the non skewed swastika and…
Oh wow, Thanks to Jeff Parrott, Swizzle, and indavisual for the examples and tips. We're got a project coming up that is going to include some workshop content as bonuses, so I'd like to figure out as much of this as possible ahead of time to reduce the amount of trial-and-error I have later. This will be a huge…
@ysalex Though IMO, I think a good basemesh would be more popular than a lewd art. I think I saw the ones you put up on fake accounts, and they look pretty neat :P A lewd art would be liked and viewed mostly by people who like to view it. Whereas a good basemesh, although albeit naked in nature, can also serve as an…
Hello there! We are looking for 1-2 new scene artists to help us produce content for our D&D / Fantasy monthly content we put out to our subscribers Timeline for each piece will be between 2-3 weeks (quicker if you can!) A certain level is required and they will need to be kept in line with the current style we have from…