Bake looks nice, however you've got some weird geometry on your low. Some areas that have excessive loops that could easily be removed. I'm not generally the type of guy who gets super anal about optimization, but you've got some areas here that are just totally wasted, like the front of the grip, and the front area below…
we'll definetely see some fake realtime GI so, and I wouldnt use the word never the dynamic ambient occlusion demo by nvidia and the stuff about spherical harmonics was already quite nice to see. as for the topic, I am currently more on the "tech side" and its fascinating what you can do with the shader stuff, indeed most…
@Jason Young - Definitely; we've been struggling a bit with that. The upcoming revision completely overhauls the art style, and it should end up being a lot less generic, and much more unique and interesting. @creamtown - A bunch of artists contributed to this... while I'm certain a one or two artists working together…
Chinese Temple is clearly the best piece. Still, the materials are clearly generated with filters over the diffuse. The high tricount is also suspect as the building seems to have little detail. Not displaying the wireframe on this assets leaves a lot of questions. Old Industrial conceptually doesn't make much sense, but…
Also on the Nordic Hammer The runic lettering looks sweet, but I would re-do the squiggly lines since they don't look particularly Nordic to me. It looks like you were going for Nordic knot-work designs, but those are generally characterized by more variety and a juxtaposition of sharp angles with smooth curves, whereas…
Hi ToffeeApple, Great start and nice idea for your scene! I already digging the general setting that you're going for, sigh it makes me miss the snow though damnit. Before starting your scene, I think you should do a block out to get the general composition going and seeing how things will all work out together. You should…
Laurens, Pipelineability played a good part in it, but speed and control are really the winners for us. I'm sure Quixel can be automated with the batch preset features they have. But being able to feed our own materials, make custom graphs for non realistic materials and generate our own wear nodes was pretty huge. If…
@Justo oh yes, I agree. Manually creating a cage from your 3D app and then exporting it is generally problematic. In addition to being a generally slow and clunky workflow, the big problem with this is that if you make some changes to your mesh or uvs, you may need to redo the cage work entirely. In Toolbag on the other…
To create the tarnished areas I layered different grunge maps in the albedo/base color. For the most prevalent areas I used a leaks node. For this node you need to plug in a position, ambient occlusion and curvature map. For the ambient occlusion I created an ambient occlusion generator node which uses the height…
I'm not an expert by any means but this worked for me, so I hope it helps. :) The effect for the polymer grip on this knife I recently made is more pronounced than the plastic on your UMP, but I hope this gives you a good starting point to play around with. I first used some generic noise I generated in PS, then I passed…