Also you will need a solid understanding of theory and practice behind PBR and Normal map baking. Here's some links that I find quite useful. --------------------------------PBR----------------------------------------- Allegorithmic’s PBR Guide Part 1-2 — a good place to start reading on PBR, has almost everything you need…
Much better! These two images (by Proko) might help you understand the structure beneath and around the mouth a little better (keep in mind how the maxilla sits there and how it affects that area): http://www.stanprokopenko.com/blog/images/drawlips/tooth-cylinder-affects-lips.jpg…
The HOLOGRAM by Team LUMI The WIP THREAD: http://www.polycount.com/forum/showthread.php?t=147584 The MOOD REFERENCES: The BEAUTY SHOTS: The CONSTRUCTION SHOT:
Gah I'm torn. It'll be the game that makes me get a PS4 but argh 30fps... can't stand it anymore. https://www.flickr.com/photos/playstationblog/14721298817/in/photostream/lightbox/ Some hi-res pictures here.
They should be in your C:\Users\Username\Documents\maya\2016 path and not C:\Users\Username\Documents\maya\ If after putting them in there you still get the same error then please send me an email at theadnart@gmail . com :) A quick screenshot to show you guys what the new script does to your geo !…
geezus, no probs, but I only buy brown ale for friends:) EQ thanks for the recommendations, prolly gonna go for a slightly dearer one though Add3r - Ardbeg Uigeadail looks interesting too so far I am thinking of…
I think you are running with a great idea making it from cast iron. Could really make it feel unique and heavy, very in line with the theme of the character. If you can nail that cast iron look its going to look fantastic. Looking at ref there seems to be a lot of options in terms of how glossy, rusty, bumpy you want as…
Alright. First of all, this post: http://www.polycount.com/forum/showpost.php?p=1472238&postcount=2243 Secondly, look here (UDK forum) on the very last post to see engine rendering issues that I'm facing with the normals on edges:…
Norman3D used vertex colors to get vector displacement into UDK, http://www.polycount.com/forum/showthread.php?p=1472523#post1472523 , but it sounds like you still want a baitmap instead. I know the Landscape tool can import RAW files from Photoshop, so maybe .RAW will work? I used 16 bit RAW for the heightmaps... * To…
Thanks for the feedback last week Odow. I spent a few days trying to improve the carpet, I'm still not sure about it but I think a detail normal will help. Unfortunately there was no way I could find to add one to the substance and have it show in Toolbag, maybe UE4 will make it possible. I also ran into an issue with my…