I'm quite new to writing shaders but this one problem has made my hair grey way too quickly: I'm trying to write a foliage shader with good looking backface lighting. The problem I'm having is the post process AO in the project. Whenever I use anything other than the Standard lighting function, the AO behind the object…
I've been making a front bumper for a Mustang and it's pretty detailed. Problem is, because of all the cutting, I terminated a lot of loops into triangles on the surface just like I saw in a tutorial. This causes the surface to look so bumpy and unsmooth when I add Turbosmooth. How do all these car modelers achieve such…
Hey guys, i find really awesome doing things in Zbrush with Zmodeler for hard surface modeling, just i need more to do it, and to make some complex shape. Do you think it is acceptable to model in Zbrush instead of traditional software like Max or Maya for hard surface? I really enjoy doing it, more than do to it in Maya…
What would be the best way to take an alpha like the one I've created below and turn it into an extruded object. I've thought about using the stencil as a mask, inflating the surface, but I've yet to find a way to possibly delete the outside of the surface. Still, this would probably leave me with just the front half.. i'm…
I'm currently working with a limited game engine that does not support realtime tessellation for surfaces. This means that most of my rocks and other nature materials are looking very flat compared to what they looked like in UE4 and CryEngine. Does anyone know any technique of transferring details to the mesh? Like,…
A good rule I've heard before on sci-fi / hard-surface stuff is to keep the details at a 70/30 ratio. 70% relatively clean surfaces, and 30% greeble / heavy detail. That way your eyes have places to rest and it looks less chaotic. Tor Frick's work has some good examples.
Still looks extremely lumpy. Just start off with a way, way, WAY lower polycount to block in the main shapes, then subdivide the mesh and you'll probably end up with a much more even surface. Even if the surface is rough, you don't want that kind of detail in the topology, but most likely in the texture and normal maps.
Thanks for the input so far. When I import two different objects that share a UVmap/texture, they come in as two different sub-objects (which I want), but also using two different surface materials (which I don't want). And I can't seem to be able to merge two Surface Materials...
Thanks :) ah it's really just a fresnel calculation put into a material function. It brightens glancing angles based in the surface normal and darkens surfaces directly facing the camera. Simulating the fuzzy look of moss. There is a premade node for it in Unreal, but its real easy to make yourself as well if you want to…
Thanks for the advice! I think when sculpting I was a little afraid to go overly stylized with the surface details and they ended up being a bit too small and subtle, which didn't really show through in the final bake. I'll do another pass on the surface details and try and add some more variation to the texturing.