Well, I'd say that it really depends. I think it's very important to put oneself in the situation of the modeler. Now of course some people like to improvise and "jam", elaborating further on a design at the 3D stage. But in some cases, having some extra information can be a huge benefit. It doesn't necessarily adds to the…
Good start, yeah 👍️ - a shader like this in production would likely be iterated on over time as more assets are added and the environment gets developed. A fancy rock shader can get pretty expensive once you start throwing multiple maps (especially if they're triplanar mapped) and effects at it, so keep an eye on your…
"Mechanical keyboards" as commonly referred to on reddit by so-called enthusiasts use very cheap plastic parts. The variety of available switches (clicky, tactile, linear ... and everything in-between) is definitely interesting, but these have pretty much nothing in common with the rock solid mechanical action of keyboards…
Hey fella 1. Scene merging, yeah we will likely add this in an update at some point. 2. The sRGB flag is determined by which slot you load the texture into. So, if you load your diffuse map into the normal or roughness slot by accident, it can get incorrectly flagged as sRGB off (linear space). That's probably what…
First, your grout. This gives the items scale. Right now it's way too thick and even, implying the stones are very tiny, but then the grass implies they are medium sized. Make your grout lines thinner. Color. This is a huge one, you are basically shading with linear white to black. Taking a brown item and adding white to…
Beautiful, beautiful area in a beautiful game. I liked that section because it was sort of like Uncharted became a mini open-world game for a bit while still (very cleverly) keeping you on a linear path. I love seeing how stuff like that gets built up and the iterations you went through. It was really interesting seeing…
this is really simple. you just multiply the ao map with the ambient lighting. no inverse dot products or linear algebra neccessary. i like to post pictures so here's an example in unity. here the diffuse map is just a solid color but using a texture instead obviously isn't a problem. actually getting ambient light is the…
Getting back into things. Soon done with the rock material (I hope): @Flight I didn't plan on doing any mesh support for my materials. Though I may consider doing if I want to add rock meshes to my scene before I call it done. @zachagreg I'm mostly just eyeballing the values, trying to keep it around 0.5 linear (because…
It is about hte Roughness/Smoothness contrast. In a normal situation you have at least one pixel of 50% blending between two values. As I learned in my second post it is helpful to play around with the mask and make it highly contrasted. I don't have the maps here right now, but my water has flat normals, high smoothness…
His videos show him using After Effects :P I'm sort of an uber AE geek. I use it pretty much every day, and we are best friends. One time I got drunk and AE held my hair for me. How sweet. It can be an unwieldy bitch though when you start getting into nasty webs of nested precomps within precomps. Thats where other…