thanks dudes! MeintevdS: yeah i agree, put it on my to do list, though i don't give it a very high prority right now. i'd rather work on the next NPC to get him ready for texturing.Today i've spent some time on shaders, basically some features are not really needed for 3rd person, but we needed some ways to upres our more…
Okay Oniram, here ya go. Huge image warning, guys. On this pistol the slide is steel with a polymerized surface treatment (kind of like tennifer), while the frame is injection molded polymer. There's distinct spec behavior differences between the two, so I tried to capture enough to show how the spec behaves on each and…
Where do I load the gloss map? Do I put it in the alpha channel of the normal map and save the cry tiff as NormalWithGlossInAlpha_highQ? Is there any difference if I put it in the alpha channel of the spec? What about the gloss map for the blendlayer? There's no second gloss slot for that either, so just put it in the…
I recommend posting up your build specs to this sub-reddit: http://www.reddit.com/r/buildapc There are tons of computer nerds on there who will look over your specs and give you recommendations on price and performance. Also, with 1500, you should be able to build a pretty awesome machine. About Windows 8, I heard…
- It could do with a skirting board if you're going to include the back wall. - The single line in the shadow looks a bit distracting. - The shadow at the base of the clock where it meets the floor looks strange - is that a UDK thing? - The spec map is adding a lot to it, but maybe play with the values a bit. the overall…
Thanks! At the moment it's intended for last gen or current gen systems, but mainly it started as more of a learning project in using mesh fusion and hand painted techniques. It does have spec and normal maps, but it's using unity 5's standard Spec shader. Mostly, this is for me to learn some new techniques. Getting all…
Looks great so far Murasam, the mood and lighting is spot on! Only criticism I have is everything seems slightly desaturated, the metal trim / skirting on the wall's spec could be thrown up slightly and rust/corrosion on it toned down to be more subtle to match the concept. Also my eyes were drawn to this seam, could be…
I absolutely love this art style, and have been playing around with it myself. How would you translate this to the unreal engine though? The use of a coloured spec map allows so much control, yet it isn't included in many engines i know of. Would it be best to change the shader in the source code to allow spec colouring,…
sometimes to get things looking the way you want in UDK you have to mess with the material editor a bit more than just plugging diffuse spec and normal. though for the time being.. id say just test how it looks in marmoset. especially if its just for a port piece. as of now the texture looks pretty boring and…
I'm glad you mentioned this since it was something I was wanting to confirm. So you can't see spec/bump updates in realtime as you paint? I'm yet to properly explore 3D texture painting in any app but it seems to be gaining popularity and becoming a increasingly important part of a game art workflow. I have 0 experience…