I meant that AO is usually done as a separate texture or texture channel. Because you shouldn't see any AO on pixels illuminated by direct sun light for example , only in shades . So it's not included into base color texture usually. Cycles , same as any ray tracer in general doesn't need AO because same effect occurs by…
That's what I was thinking. The only reason I considered it might still be relevant was that it was being used by Johan Lithvall a guy who designs some really nice hair for AAA's, he did the hair in the Horizon and Spiderman games. I wish Japanese devs shared more about their process for example how Capcom does their hair…
Didn't know polycount was that old damn. I think only problem with new theme is some elements could be separated. For example a line here? Or lighter background there to separate top part from actual text. Also text box is pretty much not visible
Hi, I was wondering if anyone knew whether it was possible to quickly export a selected model to smd and avoid this pop up window; Also I'd like it to avoid the success confirmation window; What I want to do is have 1 script to instantly export with those default settings in that image, and have another script that will…
Hi guys, I had that debate with many teachers before and always get the same answers but I feel like something doesn't make sense. Basically I take my time on portfolio pieces because I want to learn in the process (i.e. starting from a sphere and not a basemesh so I can practice anatomy over and over again) and make sure…
Hello everyone! I´m making my game called Tomorrow, and when I´ve started to make some models I found a problem. How I will deal with high poly zippers? I need a low poly count meshes, but i need the information to get a good realism. So here is the solution. I´ve breakdown the default Zipper IMM in 2 parts, the handle and…