The snow is indeed basically a directional light with a hard cutoff (presumably if( world(normal).Z > 0.3 ) white else color ?) which looks really ugly in some caves... Try putting it in an indoor scene and testing it with some point lights. I think the channels might be swapped here but unsure. I presume Crazybump is…
I'd like some more information about the way marmoset is interpreting the specular intensity and sharpness from textures. although it may be gamma corrected properly grey values in these textures does not seem to translate to any intuitive mid point in relation to the interface sliders. for example - grey in the rgb of the…
If you change macros.run to macros.edit then you can read the code of the macro. In this case looks like the Filters struct the macro uses doesn't support multiple objects selected. If you use macros from the "Ribbon - Modeling" it'll support both Edit Poly and Editable Poly. if Ribbon_Modeling.isFaceMode() then macros.run…
So I just had a long talk. A job is more important to me and unfortunately, it means this environment has to go. I still believe in the idea behind it, but I accept it wont get me the career I desire. To quote a movie that describes this best, "It's the video game Polycount deserves, but not the one it needs right now"…
Adjusted the emissive and added a few more crates. I used a multiply and constant node to multiply the emissives by 0.2 - 0.3. I also experimented with the emissive intensity in Substance Painter, but it seems no matter what that is set to it will appear as intense as ever. As of posting this reply, I realize I forgot to…
Wow good timing for me, I was just thinking of picking up some tutorials to help me learn. I just might have to grab this when I get some dough. Also can anyone recommend some DVDs on creating characters? (sorry for the semi-thread hijack) I was thinking of picking this one up....…
New version out, 0.3 **Changes in v0.3 since v0.2** -Rimlight now uses Normal Map -Half-Lambert now uses Normal Map -Set diffuse color, affects even when a diffuse texture is loaded. -Reflections Gain -New Rim Lighting instead of old one which was more of a Back light. You can get the shader here (bottom of page).
Specular Intensity slider, just below where you plugged in your spec map. Think of the spec map as deciding the relative spec intensities of your materials (ie. your metal is 3X stronger than your rubber, because it's at ~0.9 brightness while your rubber is ~0.3) and the slider determines the overall specular intensity…
Hello. Over at 3d-for-games they are giving away a FREE PC! The owner, Andy Gahan, works in the games industry and is working on the next Motorstorm game from Sony. He has written a few books on game modeling and are a very good read. Due to the success of the website within the first month of opening it, he is giving away…
A great starting point are the two Ctrl+Paint tutorials here http://ctrlpaint.myshopify.com/. They're not free, but $10 each is pretty damn cheap. Unlike most perspective tutorials, the emphasis is on freehand drawing rather than technical perspective. Scott Robertson has some great vids over at the Gnomon workshop, again…