Looking great. The car seems like it's floating above the street a bit. Maybe the shadow bias needs to be adjusted to pull the shadow closer to the car? Or perhaps you could add a soft blob shadow for fake AO, to "ground" it a bit more. Could just be the floaty physics. Looks like a lot of fun.
looks cool man, I'd consider trimming off or joining up the floaty bits that arent connected in the alpha. it always looks weird if you get up close and theres some floating leaves/specks edit: thats only really noticable in the last pic btw most are spot on
Hi, I'm trying to create shader for masking detail texture to multiply with metalness map.Her's my model with albedo, roughness and metalness maps on - no albedo or detail maps added at this point: I already have mix pass for albedo and now I'm trying to perform similar to reflectivity map. here's albedo part (it's working…
I float small details 99% of the time here at work. No time to model it all in. After your pretty art asset is crunched down to a 1024 or smaller you'll NEVER see a difference between floating detail and non floating detail anyways.
Looks really sweet, you’ve nailed it. The interior perspective seems a bit off though, compared to the iron railing. Is the projection misaligned? Would be great to see texture flats. Are the flowers in the same trim sheet as the architecture? Often, a texture requiring alpha would be separate and lower-rez because…
I've tried turning off sRGB and changing the compression settings to Mask. To export I used Substance Painter's UE4 default Export that uses a RMA. For reference this is how the model looks in Sketchfab (It's not 100% Accurate but decent) https://skfb.ly/6BtTq help please :c
Not too shabby, but it needs work. The modeling is pretty solid and the legs look great! Crits: - As mentioned previously, the face is too wide. For a "realistic sci-fi feel" the width is telling us Wile-E-Coyote. Check out some proper wolf/dog/coyote reference and maybe do a search for werewolf/wolfman/lycan ref also,…
Hey guys, I'm currently modelling a Tommy gun and wanted this highlighted detail baked onto the low poly on the right: But this is the result I get once baked: I'm guessing I should have just bevelled this detail on the highpoly rather than modeling the void via boolean? I'm thinking the projection is capturing the open…
I spent too many hours once trying to convert regular dds cube to spheremaps. I wrote this hopefully it will be usefull to someone: http://www.mentalwarp.com/~moob/show/polycount/texGenConvert.cgfx you need to apply the cgfx in maya to a quad with unitized UVs, the rest is pretty self-explanatory. The easiest way to save…