@DonEngland I do a nice poly paint pass before baking down usually. Sometimes it's much easier to visualize what you are painting in 3d. Once it's flat I will add more to the texture with hue and saturation passes and so forth. Need to figure out my workflow for PBR though. As far as the edges needing love I just meant…
I usually end up getting a new architecture book every time I go to the book store. My favorite is "A Visual Dictionary of Architecture" Its on Amazon right now for 30 bucks. Has great visual referances for pretty much anything you can think of architecture related. ANy "Visual Dictionary" however is usually a great ref.…
Earthquake, you're correct as usual. Voxels are always gridbased but if you have them in a 3d texture for SVOGI-like things then they will also usually be mipmapped and stored sparsely on the GPU, meaning that parts of the 3d texture that were precomputed and relevant to the scene being rendered can be paged into the GPU…
Depending on what engine you're in, there's usually some sort of pre-built shader and/or an example. CryEngine has it's own shader for glass that includes some specific options that you probably wouldn't use with the Illum shader. I think UE4 has an example with the starter content, if not, there's a few other free maps…
-I usually get uncomfortable sitting in one place for very long, so I tend to get up and pace around my workstation at home, usually while listening to music. I use this time to think about stuff to add to whatever I'm working on. -Over estimating what I'm capable of, "This totally won't take more than a few hours, I don't…
I'm not a full time free lancer, but when I receive money up front I usually deliver the assets and then receive final payment. There's 99% chance there will be minor revisions. If they pay first they usually get nervous and needy. Lately I've been just sharing a Dropbox folder with my contractors. They love getting the…
Metalness effectively aims to simplify your workflow by removing the need to manually redistribute energy across your diffuse, specular intensity and color maps, and your IOR settings if you are in VRAY for example. It's much simpler and will usually be far more accurate. So to shift your workflow, now all you have to…
If you want a cool sculpt, sure. I usually add minor textural details with a photo. I've never had a good reason to spend the extra time it would take to get all those intricate details from a sculpt. This is coming from an environment artist perspective, but I usually stick the the lowest subdivision necessary to get…
Well for hard surface stuff I usually model a "medium poly" before I go in and add all the support loops for the sub-d high poly model. That usually gives you a good base and requires only a little bit of tweaking to get it to work right. If you do not have an older lower poly model, then just duplicate your high poly and…
Ah, I couldn't see the problem before. There is some greenish banding on the window sill, right? This looks like a low-quality video card problem. What is your graphics card? If you're using a laptop, and you have both an integrated GPU (usually Intel) and a dedicated GPU (AMD or Nvidia) then you may need to force Max to…