like i said, i didn't disagree at all. but if you're on a budget, an SSD isn't the best option. SSD's squarely fall into the "i want" not the "i need" catagory. i'll be getting myself one of these in the next month or so:…
I enjoyed it. I can't say I know the formula for what makes a good action movie story-wise, but there was enough going on to hold my attention from explosion to explosion. I liked how Zod wasn't just a mindless, evil douche. I mean, in terms of motivation, I could see why he was angry lol. I really liked the physically of…
I live in Cedar Rapids (not far from Iowa City for all you that don't live in Iowa) and had to work this morning. -26f with wind chill! Freaking cold. -6 not counting windchill. Unfortunently I work for a tv news station so I don't get the luxury of having snow days :(
Love how far you pushed it without textures! Great to see you keeping true to the original design off things as well! I think some of the pieces ion the corridor needs some supporting geometry or the fancy parallax AO CE got.. It feels flat atm.. I'm very much looking forward to an update!
This reminds me, someone should make a script which takes height and width of faces and applies set of connections to it, to even the flow and distribution, for much nicer ZBrush sculpting. Wink, wink... EDIT: Did you watch this?…
Does QS have a vray preset that converts metal/rough maps to vray material maps? Or are you using a spec/gloss setup in QS. In Vray spec would be reflection, gloss would be reflection glossiness. Substance Painter, for instance, uses offline renderer(vray/arnold/etc) presets to convert the metal/rough data to maps that…
the high poly is pretty finished now, the only bits left are some support structures for the rear stabilizers which i can add as a seperate piece and a supporting bar across the back which i can also add in later. I'm now going to be working on the low poly, lining it up to match the high poly as i've made quite a few…
@Bible hashtag offtopic I dont understand why everyone is talking about learning PBR but nobody is talking about learning materials even tho its the far greater effort. What is fundamentally missing and what was never fully required before is real world material knowledge. At the end it comes down to this. Knowing how PBR…
Custom Node return refract(E, N, IOR); E = Camera Vector (invert or transform this pending on needs). N = Normal (same as above). IOR = Index of Refraction (plug in a constant check up a IOR table). Stick this either in the Distortion slot or use a Cubemap. Note, you cannot use a 2DSceneTexture since UDK reads them as 2D…