Was looking for something to do last night, so here's a RL of the Root Cellar enviro on the Marketplace - ArtStation Before: After: Other than lighting, I adjusted some roughness values, and moved the position of that bare bulb. This was the only room in the scene I re-lit. Tried to get the most out of the basement windows…
another monthly meeting is coming . Faceboook LINK https://www.facebook.com/photo.php?fbid=10155562475752669&set=gm.188129541777751&type=3&theater Career Perspectives: Shifting Skills To New Dimensions The talk will be about focusing on transitioning to VR/AR February 17, 2018 Collin College, Spring Creek Campus Room C-104…
Indeed. So the "Fine Detail" button is for applying the detail to the low poly? Because you could just add in another input in that section and label one for the low poly and one for the high poly. It would be awesome if it read both bump and normal maps, too. Oh, a brief tutorial on fixing the diffuse output (until it…
Glad you all liked it so much! Consider this game to be a "proof of concept" I am actively planning multiple sequels and am currently working on a massive plotline to connect a dozen games in different genres, from 2d space shooters to 3rd person espionage and 1st person squad based combat. I am also writing concepts for…
I've recently moved out of my parents house where I had my own bathroom and a clean kitchen to use whenever I wanted into a room in the downstairs of a house where there are 3 or so rooms rented out with one bathroom and just my toaster oven. If you can afford it I would say rent your own 1 room flat. The ability to use…
For my college FMP, I worked in a group. In this group I focused on the Level and UI design. Haywire is a Doom-Inspired First Person Shooter set in a Space Station that has broken down and been taken over by the robot assistants made to protect the facility. This room is what happens just before the player enters the Boss…
Hehe yeah Hex there is a face there :P The reason why it is white is because this is the way Maya's high quality rendering handles double faces - it somehow adds their values which i find very handy when checking and cleaning up meshes. And btw the selection bahaving oddily was not a consequence of the double face thing.…
I will :) Because we are now sort of getting some where! Ok so I have 2 tests, one is this building made up of tiny objects so lets say 6 different types of them that are instanced to form one building. These objects all contain the same 1024x2048 texture and I did some "Smart UV Mapping" to make them all fit together and…
Hey dbz123, nice start with the modelling its looking good so far. One question, have you included a lot of these edge loops because you might sculpt them later? If not it seems there are a lot of wasted polys, you could probably drop the count by 50% at least for a low poly mesh. I agree with Iniside, if this is for your…
My good friend An-Tim (ThornedVenom) wrote a great critique to help my environment and I wanted to share what he said here. An-Tim: "there's something I find really odd about it, not because of the dream-like quality you are attempting to convey but because there is something disrupting about the overall harmony of the…