Yes, sorry. As I said, it's the first time I work with PBR materials/textures so my problems can be very noob because I feel lost. Last week I have seen lot of videos and documentations about how those textures work, but I just saw 2 videos about how to apply PBR textures in 3ds Max and the results are those ones shown…
Take a look at mGear its a modular system and you can add features as many as you like. Its to complex to learn to crate such rigs. They use custom solver and a lot of python magic. mGear is free and super fast and easy to learn. If you dont try to become a rigger i wont try to learn it. It does take years to master like…
That depends on what each piece looks like. You should try and layout your UVs so you can use trim sheets, since certain objects are going to be one type of material, and you also want to reduce the amount of textures used for your assets. You are actually dealing with a really complex issue due to texture limitations,…
8k for gaming will not happen anytime soon At current GPU hardware progress of 30% gain per generation every 2 years With 4k 60 FPS being still a struggle for 10 TFLOPS GPUs such as a 1080 Ti, 8k requiring 400% as many pixels to be rendered and consoles clearly never using the latest GPUs, thats like 2030 at best
I second on the comment of amazing stuff as always. james567, I'm liking the room and good job on the lighting. The only thing that bothers me is the stone on the floor seem too small but I guess that's just a personal opinion. Anyway, made some barrels. Not exactly the TF2 style I was going for but hell, they're barrels!…
This is just a tf2 map overview, but maybe it'll show better what I mean. http://www.tfportal.de/gfx/content/tf2/maps/team_fortress_2_map_overview_fastlane.jpg
Start working harder. I've been slacking a bit the last few months and haven't done much. I need to start practicing modeling, get a ton done on my Source mod, work on a TF2 map, possibly do a Scavenge map and practice with the Source particle system so I can make some particles for City 17: Episode 1. That's only a few of…
Does anyone know of a basic material setup to get a rim lighting effect working? I've seen Neox's tf2 shading tutorial, but I was wondering if there was a simplified setup.