"Part of the reason other governments fear Amercia is precisely the fact we can elect whomever we please, although of course this follows the course of Dem. or Reb." I say this with the utmost respect, frosty, but that is so much bollocks. There are two and only two reasons other governments fear the US and people turn…
So I finished the textures for this simple box but it's basically a whole different color when I put the textures on back in Maya. Why is this happening? Substance^ Arnold in Maya^ I used the substance plug-in for Maya to connect the texture maps, so that means all the color spaces and such should be done properly. I'm…
Hihi! Gonna be posting wips and some finals here : D! I'm decently new to 3d, substance + unreal so any help would be appreciated! For this piece, I based it off of Lobotomy Corporation's hubs / command rooms. I created the piece as if it was a side office for clerks to go in to work. I'm most likely going to go back and…
Shadow settings are in the Miscellaneous 'box'. You've got High Quality which would be the stencily shadows. Balanced is probably the blob shadows. And none... well none.
Found this interesting contest late (in August! :s ), but I’m jumping in for both vehicle and concept roles. The vehicle’s already in modeling, and I’ll push hard to wrap the concept—can’t promise it’ll be done by the deadline, but I’ll give it everything I’ve got. In terms of concept, my entry will present a character and…
Well, the reason why you are not credited is because whoever negociated the contract with the client on your behalf didn't put that clause in for whatever reason. And in turn you accepted these terms. It's pretty much as simple as that ... There is no law of the universe about these things. If you want to be sure to be…
Yeah, I guess you guys are right. I'm looking into advanced tutorials on making auto-landscape materials with height and blend along with displacement/tessellation when up close. Yup. Done tons of RGB components. But a good tip on the detail mixing with medium/small details. What about the DetailTexturing node in UE4 is…
Well.. its supposed to be bone, you're the 2nd one that tells me it looks like wood. So I guess it looks like wood.. hmm what should I change to make it look like bones? Note: the "Marmoset wireframes" is an older iteration and is a bit lighter than the final one, it also had some bugs in the masks which are also fixed…
This is what i turned in for the class. I call this guy about 80% done. Now that the class is done I'm going to take a couple steps back and add more loops in to get rid of some faceting, and take some time to figure out whats up with some of the bake errors which while not many left, the ones that are there bug me a lot.…
thanks a lot :D I was a little bit unsecure about posting that when the hand painting bar is set pretty high here ^^ So Im inside UDK and going to setup some height maps in my shaders. and they gone and added an extra input in the Bump Offset node called "HeightRatioInput" what the HELL does it want in there? There already…