Just thought I'd make a quick post with some questions on PBR workflow and how we can In corporate PBR into our mobile gaming pipeline. So, I've spent the last few days catching up on what PBR is and have a pretty decent grasp on the concept. We have been working on a mobile/tablet with unity 4 the last two years and this…
First of all awesome, its a Supra! Now for automotive work you model the car mid poly, I have never seen automotive work going through high and low poly. Due to the nature of car's curvature shifts and mostly flat areas. Usually you bake the mid poly car onto itself to get the required maps. Having said that vehicles that…
From a glance. I would say a lot of it would most likely be done via baking from the high-poly source that was hand stylized in sculpt. Most of the texturing like this is done with solid fill layering and procedural masking, in combination with gradient diffuse textures. Which most of the color blending comes from…
The Following Screenshots are from the Resident Evil 2 Remake Model viewer. On the left is the base Claire (Military) model and on the right is my Jill model after replacing the appropriate files. I'll be the first to admit that Jill's default face leaves something to be desired in these model viewer poses, BUT she looks…
Another update, liking the cleaner style. One thing I noticed that with cycles it seems harder to get a nice specular, Vray seesm to make a nicer more colorful midtone. Cycles BSDF seems to lack the amount of controls , like diffuse amount, diffuse roughness etc
Maybe because the reflection "factor" of light on asphalt in in total greater than in some plant "array" because of the darker looking spots inbetween and the bending of every single plant part ?? If the final result does fit the reference then the initial darer color does fit this "experience top" ?? Ohh.. indeed.. just…
hey, yeah i read it. I guess i'm following the same lines as MM. With the hard edged method you have a LOT more breaks in your UV. It really has nothing to do with using the same UVs in your example, because your UVs have already had time put in to support the hard edge workflow. What I am saying is, that if you use 1…
Here are some other renders and the maps. Normalmap only: Highpoly version, the body and head were done in Zbrush, the rest in 3dsmax: http://home.planet.nl/~wijng123/highflb.jpg Model with only diffuse texture: http://home.planet.nl/~wijng123/diffonly.jpg Diffuse texture: Normalmap: Specularmap: @Shotgun:Your right about…
As to cluttering my thread, it doesnt really matter im not really getting any praises or crits so im not sure if i made quality props or not TBH. As to importing your models into tf2 man, yes its a pain in the ASS! This is how i do it. 1) create model texture export as a .smd for two files, one called yourmodel_ref.smd…
"I'm thinking Maya 6 probably has this functionality built in, though" You'd be wishing actually BF :-] It depends what you're using Maya for in a way. At work my setup is different from home, since at work its geared toward in game stuff and various engine related tools. At home I only ever tend to model in SubD-s or…