Previous & Table of Contents This setup tints the specularity looking straight on and leaves it achromatic at the edges, which is accurate. How about a rough plastic now? At a first glance, this might look OK to some of you, but it's actually got too much specularity around the edges. If you observe some real-world rough…
I started looking in to making a bunch of glass containers. With all the references I gathered and looking at the scene, I feel like there's going to be a lot of different bottles, jars, vials, etc. The more variation the better; different silhouettes, sizes and such will help make the scene feel busy. But I really didn't…
- There is nothing "not correct" about the areas you outlined in red in the Cyberpunk weapons and the other professional model. - Regardless of a model coming from CAD or being manually crafted and/or retopo-ed (or anything inbetween), making game assets involves knowing how geometry shades and bakes, and requires…
Hi guys, kind of in need of some urgent help. If anyone can offer some advice I would appreciate it. I am working in a small studio and am the only artist. I am working on some UI for use in our project in Ogre and have hit a wall. I have never done any ui stuff at all so this is entirely new to me. The coder has asked me…
As much as I’d love to see it go open source, my guess is it would probably require a major effort to convert such a large long-running commercial code base over to OSS. Likely they’re encumbered by sublicensed chunks of various components which would never fit GPL or similar. Large codebases are usually a messy hodgepodge…
After Designer I always feel like a breath of fresh air when I go to Blender nodes . To be honest I hate Designer UI . In Blender I just do a stroke across connecting lines with shift or ctrl . In designer i need to click 2-3 times to insert that same damn dot and with heavy graph it gets so unresponsive . Working with…
Hi, I'd like to back this thread up to what you've got going on in Designer first. You mention wanting to get the nodes you've called out as textures (Normal, Histogram Range, Ambient Occlusion and Blur HQ Grayscale). Normally what you'd do is connect those to the final output nodes, and export them all in one shot in the…
IMO - if you want to be a level designer, definitely learn to script. Even Kismet is a visual scripting language, which still requires an aptitude for scripting to be proficient in. For a definition of my daily work and the like... It depends a bit of the project, studio and point in production. But generally it involves…
From a code point of view I guess porting the editor over is a bit of a difficult task. They have written their engine code multiplatform, but the editor was probably never intended to be. I remember vaguely for example that one of the big reasons the new Content Browser was such an improvement, is that they heavily…
1st, welcome =) 2nd, take the url tag out and just paste the address. Or if you have the image link use this <font class="small">Code:</font><hr /><pre> </pre><hr /> Technically the UBB code for a URL goes like this <font class="small">Code:</font><hr /><pre> MyTextHere</pre><hr /> 3rd, looks pretty cool, pretty high poly…