Sometimes it's difficult to do when you're in the process of making a model, but take a step back and come back in a few minutes and take a look at this model. Does it look realistic? Does it accomplish the look you're trying to go for? This is a picture of an ak-74m What's interesting about this picture is that the color…
It makes sense to me but it helps to have some background as to why. (I'm not an expert so don't put too much weight on anything I say but I generally know the gist of things) The metallic value is for saying what type of material it is and what shader model it's using. I'm simplifying but a non-metalic material will have…
kaburan, yea I didn't make it smart enough to handle a model without a material, it shouldn't be too hard to get it to create a new material and assign it, but for now just make sure you have a material assigned. Nice work parkar! I started working on a UI and then thought, I'm making this more complicated than it needs to…
Almost done with blocking things out, more details to come as I start finalizing geo and making more advanced materials. A lot of my time since my last update has been going into material creation. The hologram material and Text Decals especially. I also am finally showing off the other side of the hallway and have…
Hey, just wanted to chime in with my 2cents So seeing as modeling part has been covered in great detail, ill focus on another thing and that is the materials. Looking at the images i cant really tell the material rifle is suppose to be made of, only sharp highlights that indicate highly polished surface, now while that…
Allegroithmic put together a great "intro to PBR materials" https://www.youtube.com/watch?v=S1A0YqdRhe4 Even if you are familiar with PBR, its worth watching, they drop some good knowledge that even pros might find useful. The biggest thing I see with your materials is that each material seems to be done in isolation and…
hm, that was a bit of a revive :poly136:: thanks! It really was a bunch of tiling details on top of more tiled details and so on... the cleanliness of the environment did contribute to the ease of tiled materials (on top of tiled details and so on :v) because there were less unique details like grime and leaks to represent…
@studtoprof Here is the Master material. Honestly I could have optimized it a little (not needing cubemap reflections and standalone emmisive material but I had them because I needed them for a few assets and I did not want to make another master material just for an asset or two). Because I can Offset/Scale my UVs in my…
UDK March update with some familiar art thrown in, congrats Tor Frick Epic Games Releases March 2012 Unreal Development Kit Beta Epic Games, Inc. has released the March 2012 Unreal Development Kit Beta, the latest version of the free edition of Unreal Engine 3 that provides access to the award-winning 3D game engine and…
So the current project I'm working on, in UE4, has encouraged me to rethink everything I know about PBR as I'm needing to create dynamic assets that work in the blackness of space as well as well lit hangars. Some basic questions, 1. Should lighting be built around PBR or PBR around lighting? For instance, is there only…