You can use just the outputs of each marble substance rather than dragging the entire graph into your trim's graph. This is how some of the generators are made. Something like grunge 001 is just a substance graph, like your marble, but it looks like a single node because it's using an output of its graph. When you make a…
when i was watching it live on game trailer i was like OMG OMG OMG :DDDDDDDDDDDDDDD http://i0.kym-cdn.com/photos/images/original/000/119/924/sweetjesus.jpg?1304464078 i just want to see more of it and theres something not right with the main character wearing a coat like that :/ but anyway CAN NOT WAIT for this game, its a…
Do you mean in pack UVs? That number is a distance from 0 to 1, so if you want to know how much it would mean in pixels then you multiply your image width by that number. So a spacing of 0.02 in a 512px map would be 10.24 pixels. If you want to go the other way, you need to divide your how much pixel padding you want by…
Also, when using PBR it's a good idea to keep your values in the range of 0.2-0.8 to prevent value multiplication issues in-engine. i.e: a fully red value in your albedo will multiply under a red light and blow out. Or what could be in your case: a fully black value will multiply in shadow and make the normal map invisible…
the viewport should handle around 400 000 tris without too much lag. The model showing black is either an issue with the obj format (sometimes it seems the texture coordinates don't go through, we need to investigate this, and I recommend using FBX instead. The other issue you could be facing is that the light may be…
The albedo example you show is not the true albedo. It should have NO lighting information at all. No shading, no smooth reflectivity. The overlapping boards are showing shadows, and the raised wood grain is showing lighting information. Just as Noth says, that lighting information should be coming from your normal map,…
EDIT: This is one of the old posts. Another screen-shot. I adjusted the textures a bit on the shelves and the cabinet slightly, pulling down the roughness. My friend @Solara asked me for feedback on her scene, where my first reaction was that the roughness was a bit off. Then I realized that I should iterate over my own…
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Posting a quick update. Optimized the model, making it about 9 400 tris. The tris count might go a bit higher if I decided to add something to the wagon in order to make it more interesting, but it shouldn't go over 10 000 tris. =) For today, I've tried to fix some things on the AO as well as decide a color scheme. I might…
Hum...I guess you should take out the word "2D" in your title. You're a 3D artist, as I guess. WIP should go out, or at least you finish them. Recruiters don't like to see unfinished pieces of work. Don't forget to show your making of, so show your total scene triangle count (ex : 10, 000 tris), your texture size (ex: 1024…