Hello. I want to introduce you the "Old Fund" location, which is based on the principles of material layering in Unity. On this work we wanted to check how convenient it is to work with a material layering shader from the Allegorithmic, and the result was impressive. Due to these technologies, the work has turned out to be…
Depends on how you're generating your heightmap. If you're using a tile sampler or tile generator and the input shapes have alot of contrast or gradients in them you'll probably get overlap. You can try to reduce the contrast of the input shape or in the tile gen/sampler increase the color random, which will hopefully sink…
OK we got this single item done. The Twin Ram Lore: A legendary weapon said to have been forged by the ancient monk smiths of the Wailing Mountains. It has been said that weilding such a potent weapon will divide the very mind of the beholder to fight against one another. Lukily for Ogre Magi, this won't be an issue. The…
Been busy with multiple projects o_o Anyhow, here's an update on the game optimized environment. I did forget to mention that I'm building the environment to build up and melt snow dynamically. ____________________________________ Changelog: Substance Designer -Updated dirt, grass, and rock textures -Created master UE4…
Ahh Ross awesome buddy! I hope this reaches farther than damage models for cars, there could be some cool tools put in place for damage to buildings and environments. I think one really cool feature would be slicing a mesh based on a projected pattern. A bit like the Topology features in polyboost/Graphite modeling tools…
if you dont like to use AO to darken off areas too much (i completely agree) then use it as a mask to do subtle colour shifts (paint fading, dirt), anything that is occluded will collect dirt and be cleaned less, you can also invert the mask and play with the levels to get a good mask for scratches. also mixing a cavity…
An issue here is that PBR is a concept, rather than a definitive "This is how it's done" thing. Different engines handle PBR in different ways. The underlying concepts are pretty much always the same, but the specifics are wildly different. As a result, whenever discussing PBR it helps if the intended engine is specified,…
Hello again! Returning to this project again as I work on it whenever I have time I've done a bit of tweaking to the bag textures, making a mask for detail normals on the surface (excluding zip and logo etc.) and made a quick snow shader for more subtle snowfall on the bag. Also spent time with displacement for the snow…
I suggest to use "gradient" from filters library with debug preview set on . Don't think brushes could ever give you a smooth gradient. 1. make a fill layer 2. make a mask of a shape you need 3. put a gradient filter in layers height channel and set it "on" in display gradient(debug) or just an image file with a gradient…
The first step that you did ( converting to nurbs ) is useless, but it's not a big deal because it didn't do anything. To convert to a polygonal surface you must create a NURBS surface and then convert it. At the moment you only have curves. You can create a surface using the curves as boundaries ( they will be the edges…