I think the whole texture /material side of CG is dying slowly. You can see it just here in this part of polycount lack of new posts and in modern games in general. They have same plastic look, PBR much ha-ha with generic 2x2m textures deprived of any individual traits in perfectly same looking games. Same procedural edge…
Hi everyone, I’m a Junior 3D Artist currently looking for opportunities in game development. I work through the full asset creation process: – Modeling (Blender) – High-poly sculpting (ZBrush) – Clean topology and optimized low-poly meshes – UV mapping and baking – PBR texturing (Substance Painter) – Basic Unreal Engine…
That is a fantastic question. :) For basic info on lights etc in unreal, check here: https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/Basics/index.html It gets to the heart of what PBR actually is. The lights in a PBR renderer must also be physically simulated. The values in unreal for point…
Optimization There are 3 areas of optimization I want to talk about. 1. Material pins: There are now two pins that deal with decal opacity: Opacity & MultiOpacity. How do they interact with each other? I decided to make it like this: If MultiOpacity is connected, the opacity will be read from this attribute, otherwise the…
I think what loggie24 is trying to say is that when you supply the material with an AO map then you get all those nice little shadows on the material and it looks the way it's supposed to look like only when the material is in the shadows. As soon as the material is directly lit in a game engine the AO map doesn't have…
I'm working on a "remaster" of an old-school dungeon crawler called "Dragon Bane 2" as a personal project. The development is completed, but needs upgraded, static 3D models for two wall sets -- a town and a dungeon. The game can be played in either 2D mode or 3D mode, and the 2D artwork is completed, so the 3D art…
Hey Everyone, I'm looking to animate a few walk and run cycles and am looking for a speed to animate to. For those that work/have worked in games, could you give me a common Meters Per Second of distance traveled for a character? A heavy, slow-moving character usually walks at X meters per second and runs at X meters per…
Good skin requires subsurface scattering. https://marmoset.co/posts/creating-realistic-skin-toolbag-saurabh-jethani/ I think you still don’t have a good understanding of the two main PBR workflows: metal-rough, and spec-gloss. I would suggest reading up on how these work. https://marmoset.co/posts/pbr-texture-conversion/…
1 — It’s PBR. The render looks very flat, but it’s easy to achieve. 2 — Toon shader — that part is clear. 3 — It’s something like a mix of 1 + 2. The question is: does anyone know what the starting point is for variant 3?
There are a few too many variables here to give you a clear answer (such as, what engine will your work go into?). However, it seems like your biggest issues is that your spec/gloss values appear differently in Toolbag than other shaders, a very simple thing you can do is adjust the slider after you import. Gloss values…