I would use noise to help distinguish between the different materials and surfaces. As it is now you have it spread across everything pretty evenly. It would be much more readable if you varied the noise/amount from surface to surface. Also, some of your hard surfaces are pretty soft and lumpy. There should be a distinct…
Cheers mate good luck for the future and a personal thank you contributing on that subd thread over the years, not only enabling myself but also alongside many others, getting some sort of handle on this hard surface caper B)
Hi. I would like to duplicate objects over a curved surface, like bolts etc. At the moment i use make live in maya, but then i need to tweak the position seperatly to get the bolts to point out from the mesh. Do you know if there is a script or technique to simply duplicate an object on a surface and the object will get…
So I understand that specular highlights are really just a reflection of a light source but in reality, can a surface be so glossy that it makes the specular highlight tighter and smaller than the actual reflection? Or are the glossiest surfaces really just directly reflecting everything around them? like is say, a mirror…
Because that'll just create a basic phong material, which is a basic representation of surfaces in real life. There's many view dependent, surface dependent effects that occur on surfaces that simply phong spec diffuse and normal can't express.
Yup, the engine can either: a) slap a cube map over the surface with no bump interaction. 2) slap a cube map over the surface with bump map interacion. d) slap a cube map over the surface with bump map interaction and use a greyscaled mask. The specular stage also allows us to control power/scale of the highlight per…
Hi Folks, any idea if its possible to get the sculpting tools to interact with a live surface, it currently looks like they dont? Seems that quaddraw is the only way to slide along surface with a grab like brush. In past maya versions I used Dtools, but not sure if rich will be updating that tool for 2017.
We are creating a hard surface pipeline at work, and I want to see if i can find examples of other peoples workflow/pipelines I have been able to find some really good character pipelines online, but no Hard surface. And I am sure that they exist. Can anyone point me to some?
Cheers HP, with regards to that building you posted, your basically using more sub-materials so that this allows you to tile the textures better? Also if you could elaborate on the surface types? Does the surface type get generated from the surface type of the proxy or the actual visible materials surface type? I.e. i need…