[quote='[HP]I understand EQ point that you shouldn't crunch just because everyone is doing it, but I don't entirely agree with it. Live by the sword, die by the sword. If you stand beside your team during good and bad times, in the end it will pay off, management will notice your efforts and in the end you will be…
Right, such a rule is absolutely incorrect. Roughness maps to not need to be "processed" like a normal map or anything close to that. They can be packed into any channel you please (provided your shader can read from that channel, reading from normal.a may be hard coded into your shader but that is a different issue…
Hey guys, I "think" we're arguing the same point here. I would imagine in games rendering with chrome/mirror surfaces you don't want to see any shadows/lack of light on your fully smooth surface because it's simulating reflecting all the light back with no diffuse reflected light component. So in our engine when I say…
1st Dorado - Alexander Zlatovchen The
model looks incredible, great job on the clothing and accessories. Top level. You did an excellent job in Marvelous Designer; those small details really make
a difference. The level of detail is amazing. I would’ve liked to see images of the texture maps and UVs. I also wish I had seen…
I've recently started doing 7 to 8 hour days of personal projects while in the process of looking for a job. I'm mostly motivated by not wanting to suck - I would also one day like to be amazing at this whole art thing and that keeps me awake when I would like to be sleeping. Working hard is the one variable that is almost…
Hey Muzz, thank you so much. The braincells started working. Getting the terminology right seems to help with this. The "problem" that looks like the desaturation of shadows is described in that same quote from David's website. There's a TL,DR at the end of this post. There are two measurements of the "purity" of colour…
Your edges are way too sharp for an fps weapon. With the bevel shader can you independently change bevel amounts on different meshes? If it's restricting you to uniform amounts then the bevel shader is very limiting. They need to be at least double thickness and get even thicker the further they are away from the fps…
Your UV seams, as in where you make the cuts. From the look of that first and third pic, it seems you have them all set to hard. A 2k texture should be more than enough for a small prop, but seeing as you have a huge amount of UV islands and their TD is very small, you're going to run into issues with aliasing along edges…
Hey riddlaz, I just checked again my material now that I'm home, and I noticed that I actually forgot to add an amount on the Panner itself. I guess I sorta skimmed through that part of your tutorial, assuming I just needed Time and the Vector Parameter for the cloud speed, but I guess I was just multiplying whatever speed…
Hey guys, There are a couple of ways you can do this. If you simply want to move your license from one computer to another you can do so by deactivating the license from within the tool. In your NDO or DDO menu dropdown, go to License>Deactivate license... and you will be able to then use the same license on another…