Added some opaque structures inside as a test. This is using mostly Transmission and Volume extensions for now; starting to explore how to improve scattering with the new in-progress KHR_materials_volume_scatter extension: https://github.com/KhronosGroup/glTF/pull/2453
Almost final stage, the one I posted here already ;) And my current progress. Mainly revised the cloth material after feedback from @Neox , looking closely at some WoW assets I have in my ref board.
Hey guys recently modeled this building, its a civilian house for a desert themed map for the UDK. Now i wanted to ask u guys to review my texturing process and perhaps give it some constructive criticism, if you could please. (All images can be enlarged by clicking on them) Now here is how i got to that current texture.…
Adobe have completely stifled any forward progress since the icon went green - this is true and it's a real shame. It's still as powerful as it ever was though. and I'll say it again.. Difficulties with dependency and library management are and have always been a skill issue - the system is robust, customisable, portable…
Keep going! Great to see your progress. What kind of concept process/workflow docs are you reading these days? This kind of stuff might interest you https://material.io/design/
I aim to model my full rifle with the free time I have between classes, but really want to nail down this high poly baking process before I dive too deep into this endeavor. To begin, I started with the simple shape of the muzzle brake. I have the high poly and the low poly meshes (A & B) and I'm trying to give the edges…
More progress! Still going through the process of unwrapping and making a few adjustments to the geo as I go throughout the model but finally getting more materials on it and trying to find the right color balance. I'm limiting myself to a few materials, so it feels more cohesive throughout and only making slight changes…
It's been some time since i've updated my progess on this project here, so I thought I would show off what I've progressed with since the last post! I've had to learn Blender for my new job (yay!) and have been tweaking and making some new assets in Blender for this project aswell just to see how making assets from start…
Hey I was just wondering if anyone knows any excellent tutorials teaching the process of creating a high poly model and then getting the normal map from it for use with a low poly model? Ideally using mudbox and 3Ds max. Cheers in advance