Hi everyone. :) This is the final post for this project. What started as an early blockout evolved through several iterations into a fully realized sci-fi atrium environment inspired by the Presidium from Mass Effect. Throughout the project I focused heavily on making deliberate design decisions rather than locking things…
Is Studio software supporting noise based masking without flushing that noise onto the final output height/normals yet? I briefly tried it a year ago and back then it was almost completely useless for map compositing because noise-based layer masking introduced enormous hills and valleys into the output height maps and…
I saw this topic coming up from time to time, and today I got involved with one of them so I decided to just make a writeup about how to approach this effect using Unreal Engine: References: https://www.youtube.com/watch?v=Ld_peIKWE3A https://videohive.net/item/abstract-surface-of-moving-cubes/18266215…
Designer only deals with 2d noises and effects. Generating complex 3d noises in real time is just too expensive for current hardware. The noises used in substance are far more complex than Perlin noise and we need to be able to generate those substances at run-time inside a game engine. We have some research projects going…
So my process for creating my normals is to make a high poly model, break it down into separate pieces and then render them out into targas using 3DS Max (duh...so does everyone else). Finally, I take all the targas that i baked down into CS5, one by one, then overlay them on to each other (also disabling the B channel of…
Character studio I tried it on regular bones and it works perfect. At first I applied the noise controller to the biped -- nothing happened. So I experimented -- what could be causing it to not function? Because when I make a fresh biped I apply the noise and it vibrates like hell. So I applied the noise controller FIRST…
Re: bigger sensors have less noise. Yes, this is true, but in real-world use, and especially your use case it doesn't really matter. Compare the Sony A7 III to an Olympus EM5 III. At the same ISO setting the A7 III will have significantly less noise. However, if you need to stop down to F16 on the A7, you may need to use…
I often prefer this approach over multiplying a noise over my vertex color gradient This isn't "better" - its just different The main benefit to me is that it centers the noise around the mid point of your gradient rather than only eating into the higher values and also gives you more contrast. (example in designer but the…
messing with unreal engine 5.6 , just wondering if anyone can tell me about decals. I used them for the puddles. is this a good strategy or would there be a better way to do them? In blender I just did a kind of texture blend with a noise texture as a mask
Hey Sean, nice you like it! Thank you! It was pretty fun to make. For the scales I used a combination of hand made (using clay buildup, dam_standard and trim dynamic brushes) for the face and back, and the Zbrush surface noise with a snake scale texture I found on the net. I made a note to remind myself of the process…