Yeah, basically my workflow is: Concept / Research: For weapons that arent 1:1 realistic. Example would be the flamethrower, which is inspired by the LPO50; however the LPO has a fuel backpack, we needed a canister/ammo based flamethrower. So I came up with a few designs in max. I dont get concept art so its really just…
well in general I'd start by creating a height channel.. building up height info in black and white.. and at the end of the graph turning it into a normal map by either using the height blend node or the "normal" node.. and don't forget to up the intensity inside the node
Did you try connecting to a Power node as to control the sharpness of the falloff? Either that, or try a Clamp node and see which one suits your needs better. Forgot to mention, you do this to the Z-Mask nodes before connecting to the Lerp Alpha.
Might help, yeah. I also am not conform which nodes I need to build whatever I need. Didn't find any tuts explaining which nodes they normally use to accomplish tasks cuz these nodes do certain things.
Many things are becoming node based. Blender has geometry nodes. There's node based material editors for unity and unreal. Many companies are using Houdini to create assets and in other areas of their pipeline. And of course a lot of places use substance designer and substance painter. So I'd try to get used to it.
don't get too hung up on 'junior' as a grade - different studios use different words and have different criteria for reaching different grades. If the pay fits and you like the sound of a job, take it WRT tech-art Specialising in anything is probably unwise at a junior-ish level. It's not the same as being a junior artist…
your shader is hard to read broken up like that, try taking a bunch of screen shots and stitching together in PS so we get one seamless pic of your shader, it'll be easier to see how things hookup. As far as helping you figure out why your shader is broken I recommend going through each element and see how it's affecting…
Yes, you would need to use a custom node with tex2Dlod. For a better parallax effect you can also chain up multiple BumpOffset nodes (alternatively rebuilt the bumpoffset nodes and include a multiply by normal.z) - this will help greatly to reduce texture swimming at steep angles.
@YellowSub Anytime. Glad you liked it. @klamp Great stuff. I really like the stylized look. I would have to agree with felipefrango the nose looks a little strange. Maybe adding a little bit of a gradient from the top of the nose will help. Awesome stuff none the less!