Hello! I'm looking for an artist to create simple graphics for a PC game (no mobile for now!). When I say simple, I don't mean ugly, I just mean I want simple shading, the necessary to create the distinction of shapes/forms. Why? Because the deadline is short, so you can start ASAP and also don't need to overwork the same…
there are more reasons that could cause this error... mudbox is storing uv data also in the shader... if one shader is shared by multiple objets... he will try to load uv tiles also on object that dont have tiles cause the shader is telling him there is someting on those tiles... also the gigatexel engine is could cause…
It's important to point out two things: - The effect comes when you have several normals pointing in the same direction, so the lighting term of the surface will be the same -- you won't see the facets of the mesh. What gives the brightness of the overall surface is how much these normals are pointing in the direction of…
I don't necessarily think it's quite that cut-and-dried. Yes, there are a lot of games coming out with fancy pixel shaders and averaged normals for simulated SSS and such, but that doesn't completely rule out AO for skin shading. Skin shaders aren't cheap, so it would make sense to use every tool at your disposal to get a…
I think you can solve the problem by making the cylinder as equally dense as the rest of the mesh before punching a hole in it. You won't want to add those edges now because they won't effect the shape and round it out, they'll just be extra edges along one of the sides in a lower poly cylinder. If you start with a…
It's been a bit of a while, so I have a lot of work to dump! My latest completed 3D project was Lunen the Alchemist. I've worked on PBR in the past, but I hadn't tried stylized PBR so I wanted to give it a go! It was also my first time using Marmoset Toolbag 3 for bakes, which I really liked :smile: model Currently I'm…
So i am working in a simple project just to practice a little bit of modeling and mapping. Well i am making a tank inspired in the art of the great Nick Carver :) ---> http://3.bp.blogspot.com/-diIB1ZHP2E4/TdaIpOUq3nI/AAAAAAAAAm4/toSq7P08XsQ/s1600/goodbot1.jpg BIG EDIT: THE DISTORTION WAS BEING CAUSED BY THE SAME GEOMETRY…
Based on A_Bs approach i found a decent solution. I achieved the overlapping blades of grass effect using different shades of green in my „Lerp-Alpha-Texture“ (mine is white and green instead of green and white or black and white). :) I place flat square shaped models with a polycount of 4 and rotate them the way i need,…
You can tell max to display objects as a simple color instead of the full shader, this will just display the object as what ever color the wire frame is with out having to assign a new shader to it. Command Panel>Display>"Shaded: Object color" Also, use Isolation mode... select the object your working with at that moment,…
Substance Painter doesn't have a glass shader, only a translucent and masked shader to handle opacity. Glass shading requires opacity, but more importantly, refraction. You won't get the same look as your glass because of this. Make sure you also model your mesh for glass in mind, meaning thickness (not just 2-sided).