HI, Thanks for you reply. The material seems really robust with lots of parameters and adjustments. I made a list of the textures and there R|G|B|A channels. If you can help out would be really cool.
Working on the high poly first, the screw might be a bit too big, I also started working with a script that helps with high-poly mesh generation so a lot of thi swas R&D
why would you want to invert your R channel? usually its just G that you need to invert to let the light hit the surface from the other direction as this is your Y vector
Yes, I read the ShaderX paper a few weeks back when it was discussed on the Max beta forums. It's definitely inevitable. Vfx R&D to in-house production tools eventually become industry standard.
Your skins always rock, man. Make sure to post on the r/GlobalOffensive reddit to get more exposure. Can I ask what you rendered this in? Is it source? Because if so then you're a madman
thats is perfecty!!! exactly like concept, i have a question did you have to get permission from the concept artist first or r u allowed to model stuff off others concepts??
Love the content and presentation. You should add wireframes and textures to show how you made the scenes and props. We can't really see how optimize the meshes and textures are. Adding your r
f$%^ing amazing. I've loved the previous films and I have more spiderman comics than I ought to admit to; this looks like its going to top the previous outings though r.