@Fabi_G Love the atmosphere and shadows! I can almost feel the warmth of the sun. Beautiful. (: I have added base colors and shadows to mine - time to finally paint the details.
Looks like painted metal to me (metal screws being used to secure it). So, zero metalness. The reflection is probably fresnel in action, because glossy dielectrics (non-metals) have full reflections at glancing angles.
Toolbag v4.06 (4064) Win10 laptop Intel(R) Core(TM) i5-6200U CPU @ 2.30GHz 2.30 GHz Ram: 8.00 GB 64-bit operating system, x64-based processor Hi! Trying to paint opaque albedo over a toolbag material. Placing the paint layer under the material layer knox out the paint layer and when the material layer mode is multiply…
got the toon shader done and working with all the lighting. I have strategy and workflow for this game's look. Basically I have created atoon shder with all the controls I need but has no color. Instead of coloring each object I will just "paint with lights". My toon shader is designed to work with the Unreal lighting…
Does anyone know any tools or workflow for painting skyboxes? I'm working on a hand-painted style skyboxes and I find it very hard to paint the skyboxes using Krita on this: My paintings always end up distorted.
2 months of modelling from scratch, texture painting, and then loading it all into unreal hardly perfect as i'm still learning, but i'm really proud of this one
I am trying out vertex color painting in 3dsmax. say u paint a vertex color map after asigning a vertex paint modifier, is there a way to get the initial vertex color map to display as you paint a new vertex color after applying a new vertex paint modifier especially if u need to paint with reference to the previous one in…
Interesting.... I've kind of resorted to this. I just have gameplay videos run in the background while I'm at work :P Yeah, for Blizzard, you gotta paint paint paint paint paint paint paint!