So I'm currently implementing substance workflow at work and my task is to make materials for weapon customization - i.e. dirt/wear/base materials and so on. It will be used on the character screen and should be updated real time. So any tips? So far I only know that uniform color nodes should be as low res as possible (up…
aye, neat just sharing a link to some lighting that i feel could be added here, it seems you might be going in this direction so anything that softens all of this "rendering scene", would probably go along way. https://www.artstation.com/artwork/xlY6m hope it helps that is it for my input.
This is what I have so far, but i've only spent about two hours on it. This is the first skin I've ever made so all suggestions/advice are appreciated.
So im currently working on a scene and Im always testing how the textures look in udk, I set up a simple normal, diffuse and spec map to get started but when I put the editor in lit mode I get this happing at certain angles. It also does it in the material editor. It kind of disappears when I get closer. Any help would be…
Hi. I think I must have accidentally changed the project settings in some way or made some other kind of mistake because shadows have become completely nonexistent. They will not bake on any production level, and realtime raytraced shadows are not visible at all. Also for some reason, when going into play mode everything…
It sounds like you're suggesting that not every window requires a light, and that we should only add lights where we can see them from a reference point. I used to think that all windows acted as light sources, so I assumed they all needed a rec light. How can I turn off the rec light for the windows? If the sun is shining…
IMO making scanned textures tiled is better to do manually in Zbrush or photoshop . Same for roughness. Based on Adobe Sampler its a waste of efforts. More lacking tools is de-lighting , especially extracting albedo from sun shadowed images . I yet have to see something working as good as those special flash lights that…
This is looking better but its really dark. Add another light that is not in view of the camera. You only have that one light and its not really helping. Scale that light also since if you look at the hot spot/beam of the photo it is spreading out much wider. - Have two spotlight and scale it so it shine wider and play…
Okay, sorry for the delayed response on this one-I was messing around with that Xoliul Shader install. So what I did was set up a simple three-point light system. Main light bright, back-light very bright, fill not so bright and a slight yellow color to it. I chose to make the main light slightly blue. I rendered it in…