Alright, I'm resurrecting this thread ** casts NECRO on thread ** and calling upon you awesome peeps for some more help! I've downloaded nvidia's fx composer and am writing a shader from scratch in it. I'm quite enjoying the process so far. But now I've hit a bit of a road block. It seems that if I use: dot(Light, Normal)…
That's definitely a good start, it looks a lot more organized now. I took a stab at it with your fbx file, and here is what I came up with. But first, a few points to note: 1. This was a quick and dirty job, so don't take it as gospel. There are definitely a number of things to be improved upon, but it was hard to make…
It is not possible to make the surface more reflective without increasing the reflectivity (spec map if using the specular workflow). Specular and reflections are not separate material properties like they may be in old school shaders, in a physically based rendering pipeline, and in reality, there is only specular…
Hey Eric hopefully this will help. Here is a image of the Illustrator paths that they use to cut the graphics. Take for example the very front of the hood, front center. It is 491.612 mm by 233.937 mm which is roughly 19in x9in. This is the path I imported into 3D max to make my poly parts from so I knew they was the…
the workflow of making a "manual" lightmap-uv is fine. the "all code" solution prof means, basically unwraps geometry for you and tries to create huge uv charts for the lightmap. As we all know manual unwrapping cant be beaten, this is better if you have more organic/generic models. The automatic lightmappers mostly came…
I haven't tried the tool yet but surely plan to do so soon :) I am still a bit confused about what it does - the core concept seems a little hard to grasp. So I guess I'll simply ask some questions about a specific scenario. Let's say I already have personal settings ready that I always use, for all the Xnormal options :…
SECOND IMAGE i messed with the metalness in 3DO. Copied from my post on my blog. So I'm calling this one done for now. I want to take what I've learned on to some new projects. That being said, let me document exactly what I've learned! 1. Cross APP mode using DDO. I've always liked Marmoset Toolbag, and this feature is…
Adding light color to your spec can be really helpful if you know exactly what kind of lights are all around your object keeping in mind that light, bounces off objects and that spec is reflection, it can help you color a jumble of UV pieces quickly. It's not so helpful for characters because they encounter a bunch of…
It's really quite a huge process, and not one that I can totally convey here without writing a book. But getting the road drivable and the curves smooth would be a great first step. Then get the terrain blocked out, and snapped to the road edges. Use proxy objects to block out where trees would be, grandstands, etc. Begin…
First: Greetings, this is my first post. I know it seems odd to be offering my opinion or advice in a first post (long time lurker-first time poster here), but I'll soon be asking some of my own questions and hope to get some advice from some of the pros around here aswell, and figured it be best if I started off by…