I see. It's just a matter of painting the vertex color alpha information and exporting the mesh. The generic "blend map" is not nessecarily created in Maya, more than often I'm guessing you create this in Photoshop using a heightmap as a base. There shouldn't really be a need for you to "bake" or transfer the vertex colors…
its not doing anything, i dragged the file into the view port, then checked to see if they were going into the directories that were defined in your read me and they weren't created nothing in the start up folder nor in the folder with the other shaders are stored, its like its not running the script nor installing. no…
Hi Sushi! I am getting a PS2 vibe because the textures seem a bit low-res, especially on the books. What platform are you aiming for? If you have tech restrictions for mobile, totally understandable! But if you are just trying to create a portfolio piece, then overall, I'd like to see more texture detail everywhere: higher…
Ditto on mini dioramas, I like them a lot too. The marble could definately use a generous helping of gloss. The wood looks great, perhaps a tad more variation in the albedo? I've been doing a lot of experimentation in Marmoset 2 lately as well. It is extremely powerful for this sort of thing but that the image-based…
If you love this girl then stick with your heart, otherwise you will regret it. I still have my day job in a different career path, but have gone the freelance route and work remotely on projects. It's a lot more work and frustration. But the goal is eventually turning that into my day job, which means I get to have both.…
They really look the part I must say. I think the main art to repeating textures, personally, is making sure they don't look repeated. There are some points on the metal sheeting where the edges could do with some defining. While you might want to look at the welded over/bolted on panel as it makes it look clearly…
I'm actually working on building a 3d printer as well. It's a Reprap Prusa Mendel90. Probably won't finish it in a while. But the cost will be closer to $250-$300 minus the plastic filament for printing. Probably going to make 2. First one will be rough since it will be my first one. Second will be the nicer shiny one :)…
ON model is in engine, but you have to change some defines in shaders and recompile engine from source (including shaders). But according, to developers using ON over Lambert, was not worth performance cost for real time application. I would really discourage from using texture as direct input for Roughness and Specular.…
Yes, the modelers have a basic surfaces library they use to get the idea across, but due to the PS3 architecture and Naughty Dog engine, more polys can be afforded so we don't have to rely on textures to define an objects shape. The texture artists and modelers work very close together which takes out a lot of the…
I've seen this plenty of times and I think you're exporting .smds though Mesa. Which means your scene is orinatated y-up instead of z-up. Dota game world is defined z-up, and .smds, unlike .fbx, don't auto orientate the model. Now, you covered up the little bottom left hand corner which it would show how the world is…