I dont think there is any displacement on these renders, just tests, but the other yeah, there is base displacement from my zbrush render overlayed on a procedural skin displacement, there's a bunch of alphas mixed together for different areas of the skin, which match up to masks and alphas for the spec and gloss as well.…
Here is an easy way to approach sampling AO in handplane baker. We will probably modify the GUI to work more like this so noise level/render time becomes independent of super sample and resolution settings. With the current method of directly specifying samples, it is very easy to oversample when increasing resolution and…
If in typical usage it does not fall below the actual display resolution. So if a 3rd person character's torso takes up 500 pixels of space vertically you have that amount of resolution in that UV shell, same for other objects. A FPS gun is a smaller object, but it usually takes up a large part of the screen relative to…
Thanks everyone! Contrails: Very slowly! I have a scratches brush that looks like a square with one of it's corners partially erased, and a very high rotation jitter, as well as a size controlled by pen pressure. I know I didn't come up with that idea; I think it's from someone on this forum. Anyways, I draw with a low…
What is FPAA? FPAA stands for Fake Photoshop Anti Aliasing. Now if for whatever reason you cant have anti aliased edges in a screenshot that you took, this little hack will allow you to have smooth edges edited in, in Photoshop. Here are some examples. Download the Photoshop action, so you do not need to do jack. =D…
Hi: Nice progress! there's certainly a marked improvement, the topology is really sound, keep it up. Sure no worries glad to help, a few additional insights. Reference Preparation: Is a matter of individual preference but in saying that, at times differ slightly in terms of production standard. For example a client side…
Thanks @capone! Its actually not so tricky. I just mask off more and more dense cell nodes via the inverse values of the prior cell noise. I'll edit this post tomorrow with a lil guide. Super simple technique! :smiley: Update: Edit: Here's how I restrict smaller cracks to places where larger cracks join. Its just a mask…
Updated the original tutorial to explain better: http://www.poopinmymouth.com/process/hair_tutorial/ng_hair.html To simply further, let's look at a braid. This is a photograph, a braid texture would never have such strong highlights painted in, but it shows clearly how the anisotropy flows in different directions based on…
Yeah unless all you have is a flat plane almost every static mesh will need a separate set of UVs just for lightmaps. The general rules for lightmaps in UDK are: 1. Make sure there are no overlapping UVs. 2. Make sure there is 2 pixels of padding around each UV shell (4 pixels total between two different shells) to prevent…
I played it and I dont see what everyone else is saying is so great, honestly the color palate is nasty and not pleasing to look at. From what I played in the demo the lighting seems very doom 3 esque with very little ambient, and overall too much contrast. The pixel density in a lot of areas is surprisingly very low on a…