Generally speaking, material types with medium to large-scale details have displacement mapping enabled, while materials with small-scale details have parallax mapping enabled. Materials that are smooth or have very fine details will only have normal map detail. For instance, most of the materials in the Stone category…
Jump on pinterest or google images and just search for "stylised concept art" Stylised and hand-painted and other terms won't cut it. Describe your audience and the target tone of your game and you might get closer, or make a small list of similar styles so you have something to point to. Some examples of the variety in…
It does use "light probes", when you use the legacy indirect lighting method for movable objects. I think its called indirect light cache. The information is still stored through a lightmass bake though, and it is not dynamic in any meaning. This is replaced by volumetric lightmaps now.…
Rorshach: I too preordered a Limited Edition copy of Mass Effect but was told recently that was a no go for in store purchases that now it was only for online purchases thru gamestop.com. :/ Either we're screwed or the employee there I talked with had no clue what is going on. If they come back the day I go to pick it up…
people used to fling stone spears at mammoths to get meat. how lame and pathetic our lives would seem to them if they could know how we live now. No matter what tech is involved with making games, always going to be some difficulties in making them and selling them. Whoever can solve the difficulties will remain valuable.…
I humbly request that one of Polycounts amazing artists make for us an example of a pbr character that shows of how to deal with all common character materials, and then make it available via the wiki for all to download and learn from. PBR examples I have seen so far do not deal with skin, hair/fur or any other living…
I have a question for the forum. I am working on pulling several stamps from images for my next project. I have been able to get some cool shots and am happy with what I have so far, but when I test them in mudbox I get a lot of noise from the stone itself. This is killing the details that exist in the rather detailed…
I was tasked with creating 6 tilable textures. 3 SciFi and 3 hand painted ones. Firstly the hand painted ones. Stone Floor Lava Grass The Sci Fi Textures Floor Corridor Wall Another Floor Looking back I need to improve on the Sci Fi textures I need to look at more reference. I feel that the hand painted textures worked out…
Hi! I hope the name of the thread is appropiate,but for now I want to begin with my question... I'm using 3ds Max and I have a question about texturing something + UV Unwrapping it. Here is a test picture of a house,made for demonstration purposes: I want 2 textures on this house,for the first texture I want to add a…
I was talking with a couple people this evening while I was working some on a personal art project in ZBrush that has me sculpting a lot of stone / concrete assets and the topic came up of preferences for matcaps. I mostly just use 99% of the time the default matcap gray but have a couple others I'll pull up that are…