a few things about the texture because robotron is pretty great: -the coin door metal is bothering me. you have the kinda cloudy finish shapes, but they're in the diffuse too, so it makes it look super flat. if you look at photos of real coin doors, you'll notice that the surface is pretty bare on its own, and the texture…
Colliders As this tool was originally thought to be used in a parcour game with bunny hopping and strafing mechanics, it was important to have fitting low poly colliders. Mesh colliders would of course have cost too much performance and I needed a strict separation between angled surfaces, flat surfaces and walls. Also I…
Here's some progress on my project: I did a black and white test on my render and realized the contrast on the wood and the stone bricks were too similar. I brightened up the bricks, and bumped down the contrast on the material. I also darkened the wood and added more contrast. Much happier with the result. I tried many…
I'll show you what I'm doing specifically: basically I placed all my modular pieces in editor before I did any uvs or lightmaps. Then when I had everything all set up nice, I went back, uved them for both textures and lightmaps and reimported. I used two separate 512 tileable textures on the following example piece: This…
Few quick notes - - think about the wear and tear users would cause - some scratches, dirt and wear around the door handle, maybe as if it was coming into contact w/ the door as it was always being opened and closed. The foot steps would show more wear, etc. - Looks like your 'shadows' are painted into the interior…
Just with a quick look see the things that stick out to me are... Negatives. 1. Your UV density is a bit off, example, On the Guns the barrel has a lot more texture space assigned to them than the large chamber mesh which players, your audience will see more/easier. And when you think about how you can texture a gun barrel…
Hello, I got swamped with other works but this is something I'm gonna get back to soon. I'm not using Maya, everything is rendered in UE4 with typical lights. For ferns and clovers I used a spot light. I've used a Cine Cam for screenshots with all settings being at their defaults and only adjusting the focus distance. For…
Hi, I'd say the most common process is slightly different, but it can vary depending on the final product you need to obtain. In general I walk through the following steps: For organic/character modeling: 1. Create a fairly simple, sculpt friendly, base mesh in 3ds Max -> evenly dense mesh with mostly quads. It should be…
its a cool blog idea, I wish there was more stuff out there like this (there probably is, but its not really and easy find) anyways just for discussion sake and going to the halo normal map discussion: I dont think they just slapped the super noise normal on top of the master chief normal map to be like WHEE its SOooo…
Always bunch up textures when you can. Because it saves on state changes and pipeline stalls. When renderers actually get to the part where they start drawing stuff (after deciding what needs to be drawn) the process involves looping through the materials and drawing everything that uses that material. To change a material…