Hello everybody, this is my second project trying to learn more about the common used programms and workflows. I'm trying to recreate the picture of beleuse carrier - mending the pots. Here's the reference: I already did the blockout in 3ds Max and one brick wall. When everything is done in 3ds max I want to export it all…
[ QUOTE ] Be-all-end-all doesn't matter, humanity is MY species and I fucking well care if my species goes extinct. We were born to make the species survive and we better damn well do! [/ QUOTE ] We all have that desire to perpetuate our own species, it's an evolutionary imperative -- if we didn't have it we wouldn't be…
Hi polycount, I've been working on a Custom .38 Special Revolver over the past 2 weeks. The aim is for it to be of similar quality to most weapons seen in modern fps games (see PBR/IBL/realistic). As for specs, I'm aiming for something similar to FC4: 12k to 15k poly count and 1024 to 2048 texture res as maximums. High…
One of the tenets of the PBR workflow is that it should hold up under any (reasonable)lighting setup - provided you don't push your values too low/high. So changing your maps to suit your lighting shouldn't be required as it once might have been with the older diffuse/spec workflow.
What do you mean in terms of environment? A level? A room? Also most games used instanced geometry or some form of that as well. So it's always a little harder to judge. It's typically very close to PS2 specs aside from less alphas than PS2 usually. Texturewise it's similar to PS2 as well.
2: The specifics of the your renderer make a difference but if you're using a double sided material it's not going to backface-cull any geometry which means you're processing more than you can see and that's bad. for thin stuff - glass panes, cloth etc. its a good idea. otherwise, stick to a single sided material
very nice... love the style...was wandering about using dynamic reflections or maybe some spec only lights that would follow the players around and conform to the colours they were standing on, just to give some slight form to the world without loosing the style would love to see more really stylised stuff coming out of udk
Hello everyone! I just left from my first interview and I would like some advice and perspective. Here is a quick rundown of what happened: * Got at their office 15min earlier, chatted with receptionist and looked around. * Met with the recruiter which proceeded to show me around (mainly by pointing around). * Met with art…
So I found some info about it in this video https://www.youtube.com/watch?v=Yb4uu2NEC0E So it is just a tweak you can add to non metallic objects to boost the spec or tone it down if you want. However, the workflow just seems like a bad idea to me, and kind of restricting. What do you guys think?
Hi, Thanks for your answer. In fact, I don't necessarily want to re-project my pano into my 3d model. Although, I need to have the proper specularity on the model based on the POV. Note sure to understand how I would bake that. Is there another software that can bake ambiant/reflection/spec/gloss based on a camera angle?…