Hi everyone! I'm wondering if anyone can give any ideas on what can be done with a shader to eliminate the light/dark shading effect associated with simple cruciform vegetation in XNA. Sorry if this is a big vague as I know absolutely nothing about shaders and just looking for some general thoughts.
Yup, just like Substance and their thing. It's called Substance Share. So, maybe it'll be Quixel Share or something. It's always nice to share stuff for free to others:)
I was wondering if anyone could shed some light on what would be classed as inside trading in the game industry? I'm new to this whole share dealing business and wouldn't want to land myself in prison or potentially committing fraud... Basically as an example I work for Crytek and we have a publishing deal with THQ for…
Hi guys, So I've been browsing these forums for some time now trying to soak up as much as I can and the community seems to be very helpful Anyhow, I've been trying to achieve this shape in geometry for some time and I can just not seem to get something I'm happy with could anyone advise how i should go about this shape?…
Hello everybody! I've spent some time working on an anime stylized project, where I used an Arnold's toon shader. I wrote this article to not forget how to set up the toon shader next time and maybe help someone else if they struggle with the same thing. Will really appreciate your feedback on my setup! Maybe there was a…
Thanks! @Soldier63 The most important thing is to find some good base textures. Then I set up some really basic PBR shaders for most of the materials and SSS shaders for the blanket, lamp shade, and the flowers. Here's some breakdowns, hope you'll enjoy them!
Which shader are you using? Can't recall which Max shader works, but I do know the scanline renderer does use the tangents properly. I have heard Xnormal imports Max's tangents properly, you might try shading it in there instead of in Max.
I apologize if I disturb such a fool. It is a doubt that I cannot resolve. By necessity I am using 2d software, PScs6. Now, I've downloaded a lot of brushes, and they all seem to have the same "flaw". Obviously it is not a defect I am not understanding the use. If I need a DIRTY brush for example. I download the brushes…
Hey Mole, thought I'd chime in with some comments for you, firstly this is looking cool! There are some really nice small details in the texture, the subtle damage to the grip tape around the edge on the top of the board, the bumps and chips on the wood etc and your high poly looks great, nice to see you've respected the…
Nice layout and portfolio overall.Some observations: -not sure about the text which says viewport/ model, game, level assetc etc.maybe cut it ? -sniper body uv shell is not straight.I'm picky here :) -shading of the body looks a bit like a grass shading, and the metal has a green faloff for some weird reason. -building…