Can anyone explain what a vector transform node in the material editor does? It seems to be changing the coordinate reference system? I've been teaching myself unreal materials while I get some of my stuff set up in it, and everything is really straightforward so far (instant feedback rules!), but I hit a block when I was…
I had a look at your portfolio and the first thing I would do is pin down your specailty. Character, enviroment or props. Pick one and focus on that. If you have a varierty of work it can have a negative effect. you cant do everything, when you try to be a jack of all trades you end up being a master of none and it will…
I would recommend looking closely at real-world locations that use a lot of neon lighting, and try to replicate that look and feel. For example Ginza district in Tokyo comes to mind, especially the back streets which are not so intensely lit as the main streets. https://whenin.tokyo/Tokyo-s-Best-Backstreet-Alleys Remember…
With intergalatic, once the game comes out we'll know more about the character and why they went with that design. The trailer doesn't reveal a lot, but it seems the plot for the game has leaked (though reports are suggesting its fake) so probably best to just keep things level until more is released. The most I'd say is…
Looks really great! The only thing that stands out to me, as that the paint is shaded like a metal, while most fire extinguishers I have seen have a glossy red paint that isn't metallic. Example: Love all the fine details on this!
In painter > filters > material finishes. These are sometimes part of the pre made materials inside Painter, these will always show seams unless UV seams fall in more logical places. (example: apply material finish on chest armour plates https://www.youtube.com/watch?v=ueC2qGzWrgQ&t=1276s that wont show seams) As for your…
Ran Across this discussion and thought I'd jump in. I've been using Mesh Fusion quite a bit so if you have any questions fire away. I also saw someone asking for a mesh so I posted one in OBJ format for anyone interested. you can get it here: http://community.thefoundry.co.uk/discussion/post.aspx?f=9&t=84109&p=759949 I…
Others have already touched on it here, but it's important separate feedback on the creative vs. the execution of any work. Generally I'd advise newbies to work towards pretty tight concept art and style guides, if not realism, to remove the creative component and focus on execution. Your work tells me you're above that…
To clarify my earlier post, I've been banging my head over this for a while. I've been using Mudbox for PTEX vector displacements in my work flow for quite a while now, and I've tried everything - but success seems almost random. Here is a run through of my workflow with some examples: 1. Model my base mesh, for this…
Invisible or hidden edges only really apply to modeling software. Often the direction of the hidden edges is determined by the program, for example Maya forces all hidden edges to flow in a certain direction so if you want to flip a hidden edge you have to force it to be visible. In Max you can flip hidden edges any way…