I just want to make sure you understand what each channel is doing here: AO - this masks the ambient light contribution to the diffuse channel only. basically turning down/off the image based lighting as the AO map gets darker. Cavity - this masks the albedo/reflective channels. each has their own slider to control the…
In the belt example, I would embrace the thought of extra meshes for parts that aren't seamlessly connected in life. But as for what you want to do, perhaps you could smooth the area before or after (don't forget about masks, they can be a big help isolating what gets smoothed). So in your box example, slap the alpha onto…
Posh papier mache , some sort of cellulose based stuff that has adhesive that you can buy in packets just add warm water, th wire frame was just stuff that I got in the art shop. made for a newyears eve party I wore a suit and bow tie with the mask. I got very drunk that night and pretty much only remember the mask making…
this is great information i was often wondering why the blue .... however: lets not forget than if you use a grey scale specular mask you can get away with just "1" channel !!! j ust stash the spec mask into the alpha channel of your normal map or defuse map. if 99% of the shaders in your game use specular masks than that…
Hello, I joined polycount back in 2007 but never really got involved or posted. Thought now would be a good time :) I will post more soon! Criticism/tips are welcomed :)
Rendered straight from WM. Testing a new snow node. The snow node that's included with world machine is a bit slow and I can't grab the deposition of the snow to use as a mask for coloring or whatever. Basically I take the flow heightfield from an erosion node, expand it, blur it, crank up the contrast, and then a slope…
Before Keyshot ZB BPR render passes/compositing was very popular. I us to do it myself, all the time. The thing to understand is that this technique is a truly liberating one from a production workflow. Render pass/comp/paintover is a way to get extremely fast artwork out because anything goes. It's main use industry-wise…
Some general notes on hard surface sculpting. It's not going to make every thing faster. There are some hard surface tasks that it will make quick work of, but there are still going to be many jobs that are quicker to do with more traditional methods. The trade off is usually substituting the simpler edgeloops and…
You use smooth everywhere. Add the "EdgeSplit" modifier in your object, deselect the "From edge angle" button, select the "from marked as sharp" and mark the some edges as "sharp" by going in edge mode and selecting the "Mark sharp" option from the edge specials menu (Ctrl+E). Setting sharp edges is very easy with this…