I would say, this comes down to the usecase. Lerp is pretty cheap math and you dont do complicated things here. I would also say, the textures you will need are quite cheap anyways. So i guess it's more a matter of personal taste? I mean you could just go in and test this out just do a bunch of meshes and materials this…
Pic from your artstation project ^ JMO, but I wouldn't mention it first thing. Change to, "The goal of this project was to create an outdoor scene that could fit into a next-gen AAA game." The scene is really impressive, you've got 80lvl articles on them... mention the shortcut/helpers you used but save it for the end. Not…
https://youtu.be/szrnUx_2_uk https://youtu.be/GN_rlO5ruHg These might interest you, masterxeon walks through asset generation via HardOps from Modeling, Triangulation, UV Mapping, SPainter Surfacing and finalised output in Eevee. Can't say I've yet too actually test this current suite of HS plugins since my current system…
Thank you, Shrike! I've changed font to a smaller one and more military type and switched patterns. Not sure these patterns look much better, though:) dpadam450, where did you see it? I made it less than 2 weeks ago. You may have seen my Arc Gen during WIP I had here, but I didn't publish tanks and other weapons at all.…
Maya is not my area of expertise, but as far as i remember, Gloss -> eccentricity, Specular -> Specular. The version of Maya that I am using does not support PBR (as far as I know) so I use the calibration profile "Last Gen". Im not sure if Maya has implemented support for PBR in later releases. I´m sure there are some…
I'd say it means no more cut corners. No more un-chamfered building corners, no more damage and edge wear without smooth blending, no more elements with just a tiling texture thrown on to minimize texture usage, etc. I want to see some unique localized detail! Using a 4096 map, but still use these types of old-school…
Bartalon you're welcome! Thx for commenting! Torch yes basically i was trying to imitate some kind of GI, or skylight if you prefer. Though I am not too familiar with Maya In Castle Storm we left out high poly modelling, but every time I create next gen stuff, I also use this masking method. And I also use my high poly for…
Hey! I am glad you like it! I am afraid I am not allowed to share more technical stuff... I don't have explicit permission for it. Anyway, it always depends on the target plattform you are going for. It is fine to use very little polys for mobile games, but for console/PC, you have more polys to use. This forum post can…
Thank you Brian and thank you Magihat ! I'm really aware that i need to improve my hair skills, that's the first time that i try to work with long hair cards and i didn't find any useful tutorial for next gen hair cards, so i had to figure it out on my own ! Yeah i used Marmoset, but i would like to learn a bit unreal…
That could work but I don't think it would look anything like transparency. If you cant use transparency for performance reasons, you could have an unlit translucent material, with a cubemap for reflections. If you also need roughness map, you could lerp the mip levels of the cubemap based on the roughness map. Should look…