It's pretty hard to test your app because of the severe limitations on texture size. If you must put a limitation on the program just add a water mark when users try to save a texture out but allow users to open any file size they want. While I'm curious about the program, I don't feel like spending time making 256…
Almost every 3D game that has a replay feature does it by recording the position, orientation, scale and state of every relevant entity/object (instead of rendering to a video, which would actually be a much larger hit to performance since you have to write to the hard drive for every frame). Tracking and recording the…
You could also try a different type of mutated creature coming out of the man-hole. Now, what else could potentially be found in that kind of storm drain sewer? Perhaps something amphibious, or maybe an aquatic reptile. Like say. . . a turtle for example. And, if this scene you are making is meant to be in the realm of…
I had similar issues with my first (and only so far) set of modular pieces. After trying and failing with several attempts, I decided to lay down one grid for all my pieces (for example 256x256 units). I then made modules (for example a wall) that have exactly this length and a certain thickness that is suitable for a…
I posted an environment made in UE4 using quixel in the previews thread. UE4 relies on color, roughness, normal and ao map for most items. Metalness textures you make in DDO do not render well in UE4, because UE4 uses metalness texture as a mask. For example say you have a painted scratched metal, the scratches are showing…
Yeah s6 hit the nail on the head. An example I always like to use when this comes up is: Go look under your fridge. Its really dark under there, yeah? Now shine a flashlight under it, it lights up, right? If you bake medium-large scale AO into your diffuse, what you're essentially doing is flagging the area under the…
1st of all, there are not many differences between a real-time engine and a offline renderer except the latter gives more accurate results because everything is pre-calculated. Both sides can be physically based. They sometimes use different maps to achieve the same goal. For example, v-ray use a specular/glossiness map…
I'm not a big guy on criticism either man, but here is my first few thoughts when I looked at your portfolio: 1. More complete environments as opposed to just props. You should make environments, even if they are small, to put these props in. For example the mech, I could see that asset sitting in a nice environment built…
Both renderers can do great work. I have found V-Ray to be faster when I have many lights in a scene, for example an architectural interior. For your example though, either renderer would work fine. It will take some time for you to get familiar with which settings to use, how to set up your lights, and how to adjust your…
@Cheese on toast - Textue blendig is awesome , but I am using at the moment the more promitive Creation engine of skyrim . @Eric Chadwick - You mean that for example : I make a one big blocky tiled sculpture for a nice segmented stones wall like for example Then After having scupted and got the maps and all I apply on flat…