Hi everyone, I am currently building a modular kit for my game and ran into a problem with gradient texturing that I do not fully understand yet. My kit consists of many reusable pieces like walls, windows and especially floor tiles. The floor is made out of repeating units, for example 1x1m, 2x2m or 4x4m tiles that are…
My first PBR character, based on Veronika Firsova's incredible concept. https://www.artstation.com/artwork/8eLQEn This project would not have been possible without the guidance of Vincent Ménier, who mentored me throughout the whole process and helped me better appreciate a traditional studio pipeline.…
You know how in most AAA games they have that brightness calibration thing where you adjust so that two images are visible and the last is just barely visible? I bet somebody here might know how that works, or it might be googleable. But I think the general idea must be that you try to keep the total values within a range,…
You probably wouldn't use an alpha map for a rope unless there was a tight vertices budget. You'd be able to get a decent result by baking a high poly rope to a cylinder - and depending on how tight your poly budget is you might get away with just triangulating the high poly rope until it's low enough then just baking to…
Got it! I haven't tried those lights yet. Is it alright to use emissive lighting for indoor settings? I gave it a shot, but it didn’t look quite right, so I must be doing something wrong. How do you set up fluorescent lighting indoors? What type of light do you use, or do you apply an emissive effect to that object?
Well for the first one, I'm not if it's the case, but I also had problems when lighting things with emissive maps. Do you per chance use an emissive texture to light parts of the scene? As for the second, no idea! Could be a problem with some of the meshes. To get a good shadowcasting, such things as walls etc sometimes…
looking cool. you could used a decal projection here and there to add some discoloring and detail to the stones in areas, and maybe use one for patches of rock/pebbles in the grass. right now the lighting is looking kinda undefined, its hard to tell what time of day it is. in those photo images above, they look so…
Nice work man! What are you rendering these in? Some stuff I notice at first glance... I think the gloss on the gun is too simple because it doesn't seem to be interacting at all with all those scrapes and stuff you have on the wood. I think the lighting overall is weak on the second two models. With the yellow…