whats driving the reflection map? never used the 3point shader before. is it just using 0-1 b/w values to determine how much reflectivity to give? the emissive is looking slightly washed out.. maybe by the spec it looks like. but it basically looks like you're losing some of the saturation from the emissive map. other than…
Oniram - Awesome! Glad you like it! Refelection map is a b/w map to determine how reflective the surface is. As for the emissive being washed out... it was done purposely to achieve a sort of translucent look to the plastic that the light is shinning through. I couldn't really do SSS on the plastic so I set the emissive…
Oniram - Idk what to tell you sir. It is I did an open chamfer to create an 8 sided hole, shift dragged in, and with edge constraints on I moved the horizontal and vertical vertices around the hole out a bit to match the circular shape of the hole. You should watch Grant Warrick's series of hard surface videos. He does a…
Wow man! Best visual example of mip mapping I have ever seen. I really appreciate you taking the time to post this. Extremely informative! So you are definitely right about the 4096. I went ahead and did a couple of test casts and the 4096 I am realizing is overkill. It is HUGE! lol Though I am not lying about that friend…