Generally, the approach with AO will depend on how good the lighting systems are in your engine or target renderer. * AO should be typically applied with a secondary texture and not baked into albedo (or other maps). This allows the engine to multiply the AO on ambient or indirect lighting pass only. AO should not multiply…
Dmitry Tamko – 3D Character Artist Freelance | Full-cycle 3D character creation About Me I specialize in creating 3D characters from sculpting (high-poly) to texturing and preparing models for rigging. I work with humanoid characters in both realistic and stylized projects. Rigging and animation are not my areas of…
I've seen this done in engine l. it was basically like klunk describes but we were generating textures and using material overrides for the viewmode rather than encoding anything into the mesh(cos that gets used for other stuff) Imo it's a bit of a waste of time. You can't use the GPU to get a good representation and it's…
Hello, We've added a new node to PixaFlux that generates sprites with shape and color, and renders complex parametric multi-texture images. The sprite creation is executed by a very simple but powerful Lua script that connects nodes with functions and values to generate complex patterns. PixaFlux's Sprite It node. This is…
Yeah, so I started this project off by generating myself some concept art with Bing Image Creator--which is literally Microsoft's licensed version of Dall-E 2 that they made free to the public if anyone is interested. I then chose the concept that I liked best and tried to build a scene around it. I know the whole…
In a rare moment where I disagree with Pior, I have to say that is a pretty bad example of lighting and rendering. The shadows are all washed out and uniform, it makes it hard to see exactly what's going on. Looks like a ZBrush screen grab, which in general is not great for showing off modelling skills, unless you spend a…
in the normalmap sample for luxinia I used the AO map for the "unlit" side, which makes sense imo as the simple "flat ambient" color isnt natural. That is where I see best run-time use possibility, and would require a separate texture (or stored into diffuse alpha). the technique where multiple lightmaps are generated and…
From the shop page: **Due to the overwhelming response, we are in the process of updating the license system to better automate the management of everyone generating their licenses. We have a 3 day delay in finalizing the transactions, and downloading them into the system. We hope to have license generation up by Saturday…
I think the issue comes from the User0 input. If you use a generic input/output setup, it means the filter can be applied individually to any channel of your document. Having also an input that's named in there creates a conflict with this behavior, since the generic input/output could potentially be the same as User0. If…
The textures are way too noisy. I'm able to recognize some ddo masks, which is bad, and seeing general details applied evenly everywhere does not demonstrate and understanding of texturing. Generally speaking, scratches should be on edges, dirt and grime should be in corners and general surface wear/ sun-bleaching should…