Task Force Black is currently seeking one extra member to join the roster for this upcoming CryEngine2 based modification. This time around we are recruiting a 3D artist. Please read the requirements before applying as we are only looking for people who can commit to and produce the work-flow listed. REQUIREMENTS * Must be…
Hi guys, I'm a 3d artist starting a Normandy SR1 remake (interiors) for my portfolio, using Unreal Engine 4 and targeting "next gen" specs aka PC/PS4/X1. Basically make it as top quality as possible, the "ultimate" Normandy. I'm undecided on the visual direction of the project, and this is where I'm asking for your…
Actually AO in Unreal 4 also affects normal details (switch to AO view only and you will se ;) ) However...still bake an AO...put it into the slot in the shader and what happens is tha the AO texture only gets applied where indirect lighting is happening and gets masked off in direct lighting, which is a pretty nice effect…
I also have a colleague who had this, he had the air blowing mask which fixed it short term. A while ago he returned the mask which I guess meant he got over it, I'll ask him about it. Theres another thing ive heard of which I think I have experienced, called a 'hypnic jerk' ( http://en.wikipedia.org/wiki/Hypnic_jerk )…
Hello, i have rendered my object in brush. How i now, the full render is the "Diffuse" or " Beauty" Render pass. I want to know more about compositing and i want to ask you, if there are rules in photoshop with the editing? Diffuse pass in photoshop = Normal Every Light pass in photoshop = multiply Every shadow and ambient…
Hi, I'm a game artist and I'm in the process of making a large table that has a lot of sculpted detail. I just finished the sculpt in ZBrush and I'm now UVing it. The shells do not have enough texel density if I map them to a 2k map so I was going to just cave and use a 4k instead. However, I've been watching some videos…
Question: I dont understand about the borders Bleeding. Here is my Shader so far.. and it sorta works. :/ Textures: _MainTex _Mask _Mask2 If you look at the _MASK and _MASK2 textures.. you will see the last poxel row and column as transparent. Problem: If I fill the Transparent last pixel row and column with the same…
EDIT: Is there some script/action fpr PS(CS4) that alows for exporting layers to channels quickly? Currently im doing it like this: - creating a new empty document with a white layer - go back to my texture PSD - collapse the layer I need, CTRL+C copy it - go back to the empty white document - go to the channel - CTRL+V…
Hi there Thanks to the marmoset team to let me play with the beta :) It's definitely a big update and the new system of lighting is awesome ! By the way, the skin shader is delicious. My first try is done with an old model created for the mass effect challenge. So i reused the textures and the result can probably be…