You can check Pixel Camera box in your material to allow Vertex and Transform to work, but inorder for that to work, you must have a Reflection Node connecting into your Transform. Either Mutiply/Add your Reflection to whatever is entering your Transform, or subtract reflection by itself and again, Multiply/Add to whatever…
One thing I notice, and that I still struggle with quite a bit, is when sculpting in Zbrush, things tend to look puffier or more inflated than they would be in real life. The clothing on this character for example looks really puffy. I'd say try to aim to make the form much thinner either with Subtraction on Clay brushes…
Just gonna repost what i put in waywo, here is my 3d scan material making tool, environment mapper/subtraction coming soon https://vimeo.com/231269367- me using it https://gum.co/GQlv - where to get it https://gum.co/GQlv - here's some rocks I made using the same workflow for 10 bucks…
awesome work on the new shaders. here is hair test along with cloth fuzz test. found a bug with turntable rendering, not sure if it was mentioned before. while playing scene turntable, the scene light direction does not respect current rotation. so if the sky is rotated to 60, then turntable does not start from 60 but from…
Great work, and its cool from you that you share your workflow with people! I'd like to say just one thing, about the consistent height maps part. I wouldn't fully agree with what you said, and generally I would advice to use the full possible value range, because those layers in Unreal can be lifted or pushed down by…
Some update but ofcours new errors to XD. I got same problem as on the stairs or atleast i think its same problem some lightmap problem im guessing. I also have some errors when it comes to the second floor becours the SCG subtract cubes or what to call them removes the walls and floors on the second floor and like treats…
i don't really get much of what you're saying. You can simply do self illumination by subtracting the si map from the diffuse and spec maps, and then adding it after all lighting calculations are done. this can't always be done in the shader because of how shadows etc are calculated in some engines though. also i don't…
Hey all! Since the new year is off to a start, I'm looking to begin culling back some of my older projects and bringing in new art. I'm looking to pick up more freelance jobs this year and transition into a full time gig. Any critiques and advice on what I can add or subtract from my portfolio would be greatly appreciated.…
Qcs are relatively simple, especially when you're replacing existing weapons because you can just decompile those and it will give you an already built Qc file. Granted it's not perfect so you have to modify some things here and there but for the most part, pretty simple. Here's the Qc I used for compiling the…
I was curious because of the "controversy," and I loved the talk. I found the ideas discussed very fascinating, and a lot of them rang true to me. The only thing I had an issue with was the idea that quality of execution is just a subtractive element of the piece of art. That it cannot make a piece of art beautiful, but it…