Thanks for the valuable feedback! You're right, the design lacks focus, it's not clear what kind of world this character lives in or what they do. I chose never to revisit this character(due to burnout) but I will absolutely use this feedback on my next project, so thank you. Some very good points about the face as well. I…
hey Jacob sorry for the late question but i've only just seen this now. How you do determine what type of UVing your going for with buildings, with the way unreal does its rendering 1 mesh = 1 draw call and 1 material = 1 draw call wouldn't it be easier having the outside and inner walls as one material to reduce draw…
you probably want to just multiply the lightmap by 2 with a simple multiply/divide node. that said there is a remap colors node that does pretty much exactly what curves in ps do.
It's a bump offset node. Follow the instructions on that link to combine your normal and height map details. The bump offset node uses parallax mapping derived from your height map.
remember , when working on shaders in uengine3 that 1000 nodes for a simple material is way better than using simple approaches to the same effect, because the node tree resembles an opium tree.
Yes, PPE is the way to go, film grain is pretty easy to do, you can in fact animate it with the correct nodes. When you get into crazy nodes, save and save often.
oh and another thing. Check you hypershade node connections to make sure you dont have any transparency connections connected. Such as: from your texture node to your shader.
No. Photoshop is a layer-based image editor. And you want to have a node-based (Nuke for example) workflow features :) Actually it would be the best CG event ever - node based photoshop ;) )
do a linear interpolate node, plug a constant value of 0 into A, a constant value of 256 into B, and plug your gloss map into the alpha of the lerp node. plug the result into specular power.
hello i made these dreads and more specifically the gradient on them with the gradient texture node: they look really good! however i used an object as reference for the positioning of the gradient for some of the outlier dreads and now whenever the dreads object moves the gradient moves. i dont really want to unwrap and…