pretty much everything said in here. you guys made awesome tutorials! here's my (not so fancy) approach. basically was rendering highpoly ivy chunks to planes, with ivygenerator. then having 4-5 different imageparts and placing them on geometry, all with normalmap and AO, like the others also did in their tutorials. (AO is…
Gonna need you to sack up and do more work if this is how you feel. Being one's own worst critic is good. It's the key to success, in fact. As long as you think you have something you can get better at and work at it, you are gonna make it. However, you've also acknowledged it needs work. Your models are wasteful. You are…
I'd like to add "convenient and readable in 2D if there's any chance people will use a 2D program at any stage for this asset." Especially for freelance work you should try to at least make the bigger islands aligned with world space and arranged in a way that makes sense, while still being reasonably well-packed. Thin,…
*A Vector is made up of 3 values. X Y Z. *A Normal is a vector with a length of exactly 1.0 If its length isn't 1 then when shaded it wont shade predictably. *Each Pixel in a Normal map represents a Normal using RGB instead of XYZ We're not storing colours in the map we are storing numbers. *In a baked normal map we are…
@EarthQuake That's good to know. I also think skew is a little uncomfortable to paint with the normal lines since they don't match up with the skew map. Usually there are less lines than there are pixels in the skew map and especially now with the ability to increase the resolution of the skew map it's hard to tell in the…
Actually pngs can do both specific pixel value transparency (i.e. "the .gif way") and the RGBA style ("the .tga way"). In both cases I still think the user would be better served by Photoshop handling the image the same way it handles every other common format, or at least having an option to switch from the "special" PNG…
Hey guys. I started doing some tests in the foliage matter since it is the first time I am doing it. I did some king of water fern and I was baking it so that I can start the textures and importing to UE4. To test my bakes I usually use MT2 because it is faster, but the problem is that I am having some kind of trouble with…
Alright I see this will be a bit complicated... So first of all you are changing the normal direction with that lerp before the fresnel. Normals should be in range of 0,-1 so then if you want flat normal angle, your vector 3 would be 0,0,1. I guess that constant 1 with 0.5 in the alpha of the lerp would be a blend factor…
It's not so much about how it looks aesthetically, but what it says to someone who is evaluating your work. Things like extra edges, inefficient texturing, or uneven pixel density indicate a lack of experience. Like you said, when you went into it you didn't quite know what you were getting into, and future projects will…
This paint over isn't really up to standard but given the time I had to work on it, it gets the message across... kind of... ok poorly. Hopefully you'll get something out of my 20min of wierdness. - Neck, he needs one. The head looks like a blob sticking out of the torso. He needs a jaw line and he needs shadows under that…