Also here's another tip for hard-surface meshes which is another good technique to learn, called face-weighted normals. This can entirely replace normal mapping in some cases, and it can be used in conjunction with normal mapping if that's needed. I just wrote this up for a client, might help you... We have more about this…
Hi Shabba, Thanks so much for your feedback! I started the project from a real reference so I just tried to replicate what was there, but after seeing all the work you putted into it i love the details you came up with. I love those alcoves that have been added in background! when i thought about morocco i went for teapots…
Updates: - I tried the cloth material type today in Unreal, and it does create a significantly closer image to the wool roving (overwriting the roughness specular to something more diffused). One remaining question is whether I should use non-constant "fuzz color" parameter, is it a purely artistic parameter? - I still…
i dont think that anything is able to replace the keyboard, its just too fucking useful and simple every invention triing to mime or replace the keyboard is either weird or needs extra software which also makes a normal keyboard neccecary for installing purpose
You can't replicate the gumballs in a standard shader. You would need a complex custom shader, with fancy parallax, and that's usually more expensive to render in realtime than simply using geometry balls inside a transparent cylinder. Quick test in 3ds Max with two cylinders, and a free texture off the web. There's no…
Thank you for your response! Looking back I do see what you mean with the wear, especially in the areas such as the handles etc. I’ll definitely be going back over this, look around at some of my own cabinets and try to replicate areas of use. With the cabinet doors, I can see some shading issues for sure around the edges…
i think probably the best approach for breaking into AAA will be tailoring your work towards the art styles and software they use. smaller studios will often times copy more established companies or products to replicate their success. i would target a studio you like directly, or pay attention to what games are currently…
a post process material would be the simplest way to do it. you can quantize the screen coords to give yourself "lower resolution" fairly easily palletising scenecolor shouldn't be a wildly different process to toon shading in principle (i.e use LUTs) - my best guess is that you'd want to work in HSV space, quantise and…
There are SGs in maya like there are in Max. It just doesn't give you that level of control. There's still smoothing angles for edges/verts that you can set using the Mesh Display menu. Max is definitely deeper as a modeling tool than Maya. If I were trying to replicate that workflow in maya, I would do as throttlekitty…
Hey artists! We have a done a lot of posts before but the applications were not so useful for us so in this post we will be clearer about what we want and ONLY apply if you can make the exact quality we show here. We need artists for long term work. - You need to understand modeling miniatures for 3D printing 110%. - You…