@illumisanic Oh, correct me if wrong think my question wasn't that clear? indeed sorry about that bad habit/s : # Had initially meant texture resolution and as I understand this is a hero prop? so was just wondering if the texel density was either 4096 = 20.48px/cm or perhaps 2048 = 10.24px/cm...etc? hence out've personal…
Hi everyone, We are looking for a first-person weapon animator/rigger for our tactical FPS project, built in s&box / Source 2. We will provide: * weapon model * already rigged first-person arms * textures/materials (if requested) * reference examples for weapon positioning and animation style (if requested) The weapon…
Here's an example from my own work. This is the exact same game level, just tweaking the camera angle and materials and color grading to get different "looks". It's actually a ton of fun doing this, because all the content is made already. It's just putting a fun spin on it all to come up with something nice to look at.…
I'm in the process of rendering out some pieces for my first portfolio and wondering what is the best way to display props. Anyone have some links to kick-ass prop portfolios?
Roughness Definition I think one thing that could be improved is the overall roughness value of the metal. Most examples that I found on artstation have a higher roughness value. That way the scractches that have a significantly lower roughness value pop more. Basically a higher contrast between your roughness details…
Updated again, adding in ambient occlusion texture support. There isn't an example of ambient occlusion included. was testing with a model included as an example in xnormal. Once again the links are: Full Update including examples Just the Executable Edit: If anyone would like to include examples, feel free to email me at…
After seeing some posts asking about UE4 and udims, I decided to make some material functions and material templates for those people who would like to use this technique in their favorite game engine... Download here: https://www.dropbox.com/s/zzn7eb59i6b5q15/Udim.zip?dl=0 The collection contains: - 4 material functions -…
Saw this elsewhere, some amazing work with palette cycling from the early 1990's. http://www.effectgames.com/demos/canvascycle/ I remember seeing this back around the time it was made and being amazed by it. It's amazing what you can do with limited colors. Someone also pointed out how Bungie used palette cycling for…
Rotating the mesh components doesn't necessarily have the same effect as rotating the normal map or the UV islands. If it did then tangent space normal maps wouldn't work on anything other than static objects because in-game meshes are often required to deform and rotate. The assumption that the UV islands and normal map…