Well. it's a common misconception, really . It's how you imagine it in your younger years selling your best works thinking you can always do better. I recall a professor in art school told us what we do now and few years ahead may well be the best we would ever do and I thought no way. Now I find myself asking chat GPT how…
hi enodmi and syros. i used a cellular map and some noises in 3dsmax as a diplacment for the metals. so the metalparts of the basemesh are made highpoly and displaced all in 3dsmax. the wood basemesh was exported over to mudbox, and then sculpted. the basemeshes were also already uvmapped, so that i also loaded a midpoly…
No normal map need? But I don't understand one thing. I never did normal map before, but diffuse and normal don't have same goal, isn't it? For exemple Diffuse give life to 3D (sorry this is hard to explain with my english <_<) and normal map is for light render with adding relief on polygon? No? I'm false in explication?…
Im commonly confused by the posts surrounding environment AO bakes. There are many different objects or mesh's created for an entire scene, some of them share a tiling diffuse, others have their own unique diffuse. Some of the objects will use the tiling diffuse and will also have their own specific unique normal/spec…
Available on the Unreal Engine Marketplace Contents: Overview - What does the shader do Initial Setup Material Overview Outline Material Greyshade Material Hatching Material Ink Material Paper Material Toon Shader Brush Stroke Material Painted Sky Material Pixelate Material Vignette Material Mixer Material Combining the…
In this documentation, I describe in-depth the Hatched Ink Shader for Unreal Engine. I aimed this shader specifically at Concept Artists, but I can also imagine a use for it on games or anything else. If you have somehow stumbled over this documentation without knowing about the shader, you can get it here:…
This is the first asset for an unannounced project using an isometric camera view, a humble gas pump. Still WIP, since more detail is to be added to the diffuse and it's lacking a spec map. Shot from the UDK static mesh editor: (Diffuse and Normal) Diffuse: (1/2 size)
Awesome work, and even awesomer giving away the source files. Thanks Paul! Edit, for fun I threw her into Toolbag. If you intend to mess around with toolbag renders anymore (not that you need to, your shots look great) here are some tips. Most of this stuff isn't properly documented (working on that...): * Throw a gloss…