Hello again averyone, I've stumbled onto another issue. I'm not too experienced when it comes to Ambient Occlusion maps and game art making. Some questions: What do I do with my AO map? I've baked the map, it looks good, and it looks good when put in the Diffuse or Specularity slots on my shader in max. But then what? This…
@MBauer17 thank you for your question. If you're referring to my signature — I'm not an AI promoter. I'm a founder of an AI company. I'm also an art director who's been making 3D art for the last 20 years, building titles like Uncharted and The Last of Us, all while constantly working to better the lives of artists. I've…
I'm looking for paid freelance designers to commission some work on my project Altered State using the would be proposed UE3, designers do not need to relocate as they will be working from home, if you feel that you can complete any of the tasks below please contact me with information on what you can work on how long it…
I became obsessed by hydrant lately. It's a nice one here! As mentioned by mkZ3R0 the polycount of the side pipes is quite low compared to the main axis of your hydrant. From what I see since you wanted a welded mesh between the main body and the side/front part (which is a good thing) you have been limited by the number…
That's DXT compression, it works on a 4x4 pixel block basis for compressing. Any sort of gradients or colour changes will come out looking blocky (notice the edges of your indented circle in the bottom left there, for instance). These issues cannot realistically be avoided when using DXT compression, however you will…
this is max 10 with a basic direct x9 normal mapped phong shader where the diffuse is modulated with vertex shading....though I'd wouldn't use this for generating the icons.... I'd use the added geometry with some kind of ambient occlusion render (to produce the ott shading). Though for the quickest turn around I think…
I'd like to share with you a real-time HLSL Shader for Maya’s Viewport that I wrote as part of my exploration into the wonderful world of HLSL. Try it out, and if you like it, let me know! Updated - 11/30/2009: lcNextGenShader_1.2.fx Updated: lcNextGenShader_1.15.fx My Original Blog Post lcNextGenShader_1.1.fx Download:…
I played around with the nodes and figured out how to do it :) Original post, Question #1 Ok, I've looked around the Interwebs for hours now and can't find a solution for my question. This is a pretty specific question so you may want to refer to the pictures/docs below for things I mention. I've set up my 4033x4033…
roughness is an average over an area so there's no correct value for a surface without taking that into account. measuring roughess and translating it into something that matches your specular model is probably all but impossible as such - as a surface gets further away from the viewer, progressively larger changes in…
As a blender user i've found exporting a material/colour ID map quite awkward, resorting to bakes and having to enable or disable blender options to get a clean unaltered diffuse colour render. A process that is both fiddly and time consuming. By chance I came across the offical BLender uv layout addon to export the uv…