As mentioned you can vert paint nanite meshes, but you have to "apply" the vert paint which will make every instance of the mesh in the scene take that exact vert paint (any different vertex data breaks nanite instancing between meshes, ie be careful with spline meshes as each segment is not instanced and so on), so if…
im using 3ds max 2014 ok so ive made a spline with a sweep modifier that is a flat strip of cloth wrapped around a gun barrel: Im trying to figure out a way to twist the cloth in such a way that it aligns with the surface of the gun, but cant find out how. rotating the spline vertices does nothing, applying a twist to the…
Hi Would anyone like to give a Master Class in Games Art or Design tips and tricks for one week or one day? £200 per day 10am - 5pm Jan 20 - 24th 2014 at the University of Hertfordshire, 20 minutes from Kings Cross London. Its a reading week for my students and I would like to spice it up for them. So £1000 for 5 days work…
Since you asked for brutal critique I am going to give my 5 cents as bluntly as possible. Here goes: - Focus on 3D assets as it clearly is your strong suit. - Remove the blog and twitter as it adds nothing and they are pretty dead anyways. - The header is too big and takes attention away from your work. - You shouldn't…
I can see that it is possible to get it working in UE4. That said, I'd like to suggest including more maps in the future. Even in UE4, working around the different texture types inevitably will involve different shaders for different specific scenarios and more shader instructions. I'd think just the following maps would…
Judging by your current portfolio, you're already off to a very good start. If I were you, I'd focus most on texturing and making sure you can get very good material definition. PBR shading/texturing is actually a pretty simple set of concepts, but they take a little bit of time to sink in. The best thing about PBR is that…
Well, a good use is for tiled environment assets or substances you may wish to paint in painter. Take a tiled hand painted texture like rocks or wooden planks, plop it into B2M and immediately generate a pretty good set of maps, then use the sliders to adjust till you got something you like. Export. Done! Its a time saver,…
Hello! I guess its a matter of taste and old school vs pbr. IMO Its abit "gamey" to have very brushed edges but I try do some stuff to help showing difference betwhen planes. Small dents on edges, small surface differences to help the shape pop more and read more clearly even if it goes against pbr rules. Some weapons are…
Hi guys :) So, the problem: Cook-Torrance calculations inside "surface" material domain works fine. I doesnt see any problem or artifacts. In case of "surface" domain, all normal or "N" calculations are taking from normal map transformed from tangent space to world space and then normalized. Calculations of same shader…
First time poster, but I've lurked for a while and found many helpful tips here. Now for the Maya question. I've just started doing some game modding, but due to limitations with the mod tool, only FBX models are accepted. Unfortunately, I can't get any PBR stuff to export (or appear in game) so it looks like the only…