... Ok so here's how cubemaps work. You have 6 textures representing the insides of a cube. They exist as a single construct that you access in UDK via a cubemapsampler. To get a color from this cube surface, you need to project a direction into it and see what is at the end. Your viewpoint into the cube always starts at…
Hey there! Good idea posting here to get your work out there, and welcome to Polycount! :) For your reel, here's my critique: -The first scene looks nice! A little far away from the camera to really scrutinize, but it looks fluid and well-timed. -The walk cycle looks pretty good, though I find it a little awkwardly slow.…
@KDR: Yeah I tried that, but the horrible controls, and the ofter over simplified gameplay made me quickly remember why I hate console FPS. @FoeHammer: Interesting that you mention that game, since it is the exact opposite of what I am talking about. I think it was one of the first games that really required to have at…
Does anyone know if UE5 still only uses the matelness workflow. And not a PBR 'specular' workflow like that in Marmoset? Metalness is severely restricted in materials where dirt and paint partly blends with the metal surface. Substrate seems too complex, because you would have to create layers for each material instead of…
guess i forgot to mention that the kongsberg turret is the one that is mounted on the stryker. oh well. here's some more stuff. i coloured off the various sights. on every modern tank, you'll have that array. a daysight, thermal imager, and LRF. some other things that you could consider adding, is SHTORA: its a system that…
I love this latest one dude, looks really great. The fur came out sweet, nice technique there! As far as non destructive ways to pose in zbrush @GeorgeCrudo is on the right track, you can use layers. If you make a clean layer on all the subtools you plan to move before dropping them into transpose master, when you apply…
Pav3d: The hair was painted in MARI. I tried a lot of different techniques for this model (including rendering fiber mesh in ZBRush), but hand painting the hair turned out to be the best one. There are five different hair planes/unique textures on the model. The key in texturing was breaking the hair in different layers:…
Wow! Thanks for the nice comments :) I have to admit it isn't my first attempt on handpainting something. But I do think it is my best result so far. However when looking at it myself, I think it lacks some bigger forms and is a bit too noisy here and there. I read the handpainted texture tutorial in 'Vertex', found on…
I think the real issue here is to get the mesh material to blend into any landscape layers it is placed on. But since there is no access to those data, a perfectly seamless transition is still limited to blend into 1 landscape layer and that's not exactly what's being done in Star Wars. The only way I found around that was…
Thanks for the questions people! Let me start off by saying in case you missed it, we just released a quick tutorial on creating custom presets: [ame=" https://www.youtube.com/watch?v=QXPJ-SjkPko&context=C2fef4ADOEgsToPDskJBk-4VJF67i1aChJ0nxYWR&hd=1"]nDo2 tutorials: Custom Presets (+UDK) - YouTube[/ame] More is on the way,…