Wow, too much attention... this isnt right, fuck off to conte's thread or something yea? Mezz; Nah, im incredibly stubborn... if you knew what I was like in games and how much of a competive fuck I am ... I just can't quit, i get sleepless if something is bothering me I just have to clear something or prove people wrong.…
Hey guys, thank you for all the comments, they are very much appreciated. I agree about the wear and tear being uneven. I'm planning on using some decals, but later on in the project. I want to put all the assets in first. And I'll definately change the concrete slabs, they were pointed out to me by everyone that I showed…
Some nice work you've got, definetly think theirs potential here. Having said that, their are a few things that I found irksom when going through it all. first off, you list in your resume your achievments in boyscouts. are you serious? That might have been something good to mention when you were a kid but its not resume…
Hey Guys! A bit late to the party maybe, but I'm joining with a dark skin idea for Nami! As a support main, Nami is one of the champions I have actually played a few times. I like her original skin a lot, but felt it was a bit of a shame she has no dark or evil themed skins other than Deep Sea Nami, which unfortunately is…
Planning/References I heard that a good workflow starts with planning, research and gathering references before drawing the concept or starting in 3D. Fortunately, I don't have to worry about the creating concept, but I still think I should do both planning and research, as well as gathering reference. Now, obviously the…
Thanks Brandon.LaFrance for the interesting links. While I do think typical metallic-roughness PBR Fresnel component doesn't work right for things like grass, asphalt , velvet etc. Materials made of many small particles as a whole. In this exact issue I believe it's GGX component issue. Looks like just some power node over…
I propose Rexel Workflow when it comes to setting texel density while unwrapping. This workflow is for static images and is camera-dependent. Rexel is the final rendered pixel. Let’s say we have a scene with a vehicle model: an airplane with detailed objects and a few cameras, some distant for an overall view, but some for…