I don't necessarily agree that this constitutes as 3d generalist. IMOH, generalists are people who can model, rig, texture, light and render. They can do it all but perhaps there not pro in all category's. What they can do though is take something from from concept to final product. Something that is sometimes overlooked…
Thanks man :) That is a good question and you're not the first to ask. I've been reluctant to bring everything over due to skepticism in the benefits PBR would really bring to the textures specifically in this environment. Maybe I am wrong and can be convinced otherwise, but from the demos I have seen PBR seems to really…
miauu's Script Pack vol.2 is updated to version 2.3 Changelog: Drop On is updated to version 1.2. - Now you can pick a polygon and use it as a plane on which the vertices will be projected. This allwos you to project verts that are far away from the selected polygon on the plane, that this polygon forms. Idea Razvan…
Huh. I found your TW thread a bit difficult to follow. I guess being an artist I tend to learn better with more visual examples. I already understood (for the most part) how each vertex normal is converted into world space, so the light vector can be compared to it, then the surface is shaded appropriately. But then I read…
Hi, nice model. If you are making the low poly version to project a normal map on then it shouldn't be a problem to have tris. I think quads are only necessary for subdivision or (organic) animation, cause you might get some weird results. On all the flat surfaces of this model you can merge most of those vertices…
The only thing I've heard negative about the Intuos 4 series tablets is that the pen nibs wear out much faster than they did on previous models, due to the textured sheet surface (the active part of the tablet is textured to feel more like paper, whereas in the Intuos 3 and prior it was smooth). Supposedly this causes the…
For texturing this type of environment, I like to use a 'wall' texture (a darker, high in contrast/detail surface that the player can not walk on) and 'ground' texture (lighter, smoother surface) to represent where the player can go. Then build a transition texture to bring the two areas together, like this quick example:…
in general, i've found it's ususally best to remove the fine texture from the normal map, but that's obviously not true in every case.. something to keep in mind, anyway.. spec maps aren't so tough to do. you could start by desaturating your diffuse map and adjusting the values of each area so that it's the correct amount…
So how the hell do I separate out those specular terms? Say I want to fake some sub-surface scattering cheaply with a wide, soft spec using a slightly brighter color as the spec color, or a surface that flouresces when light falls on it (large spec highlight, relatively low spec power, bright neon spec color)? You can't do…
The problem is that infinite smoothing isn't making the assets better it's just making them rounder, what do you want an ubersmooth always round silhouette for? Walk on a characters face and see no edges? Normally a developer should know what his characters are made for and therefore create the asset, if you never see the…