this would be your basic setup for a reflection. if you were using a cubemap you would skip the component mask, but since i want a 2d texture to be reflected it's needed. by multiplying it with the spec map we're determining where things should be more or less reflective - just like the normal use of a spec map is…
So I'm trying to create a simple Custom Material. I select the 'Import a Custom Material' option in dDo and add my Albedo, Spec, Normal and AO. It looks fine in the Preview Mesh, just how I'd like it so I select 'Create Material' and apply it to my custom mesh and its all white! It's loaded my Normal Map and my AO fine I…
Hey everyone 👋 I'm Gal, a 3D character artist and asset builder with experience in stylized modeling, concept sketching, and building optimized game-ready assets for real-time engines like Unity & Unreal. 💡 While I work independently, I also lead small-scale teams remotely when needed – so I can either jump in as a…
Thank you for taking the time to respond, that is really helpful! I do have a couple of other questions based on your response. What do you mean by procedural mesh generation? By handpainted texturing block-ins do you mean drawing directly on your mesh? What does material-based texturing mean? Is this like texturing metal…
I've got enough cool reference from this bar that the rest of the bathroom is on the agenda at some point (and there are enough other divey bars with bathrooms in the world to make up for the reference I didn't get in this one). I just wanted to focus on these two to completion just to try and get over my texturing-related…
Thanks! I will definitely revise the concept art at one point or another. Here is some small progress, found the time to do some props today. 3ds max viewport screenie. About half a 1024 (rest reserved for more props) spec & diffuse. Are the fish too phototexture-y? I heavily edited to get rid of spec & reflection…
nah, Animation. I was aiming for...not games? CG films I guess? Here are some more crits. Sadly, I just learned about smoothing groups about 2 weeks ago. The scene was already rendered by then. I was aiming for a security checkpoint kind of booth, a place to dropoff and make deliveries and such as well. Maybe too…
Chunkey: Thanks for the info. I had no idea that the PSP was that powerful. I mean, with those specs (tri's on screen) its well beyond Nintendo 64 and possibly around the power of the original Xbox (my guess). It's actually not my goal to make a PSP character per say, I was really just interested in creating a character…
Thanks dudes! I really appreciate this feedback from the users! Micky, -spec for glass is a good point. Though you actually need reflections with cubemaps for accurate glass, and this does support opacity ;) It's the "alpha affects reflection" checkbox in the fresnel effects. I can just rewire this button to also affect…
Hey everyone, There was a small discussion on UE4 FB group regarding using Albedo to create a Specular map. I think this deserves more clarification. The intensity multiplier on my rock specular in the picture I posted earlier was actually low, my apologies for that. But increasing it can produce results pretty close to…