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…
Hey guys, new to the site as a member. My first posting here. I've been working on a Y-Wing from Starwars for sometime. Difficult to fit the time in (its always to the way isn't it). I've started the texturing, I will say now that this is old skool :poly108: No PBR render materials, No Mudbox, No Z-Brush. This is Maya…
Hey, i finished this piece 2 days ago. It's a little diorama of an orc throne which was inspired by Greeimm Bae's concept https://www.artstation.com/artwork/rJ3wa At the beginning, I wanted to recreate the exact concept, but in the end i've changed it up bit and decided to include some more assets... It was my first time…
Hello all, I am working on a sci-fi enviro for an upcoming game I am working on. Ive hit some walls with the design and was hoping for some feedback, suggestions and ideas. I'm posing a series of images that shows the progress over the last week or so. I'm kind of happy with the overall shape and look of the room, but now…
Hi all!I would like to have your opinions and your critiques about my current project... I'm trying to build a sci-fi outdoor environment with a few buildings, I'm modelling walls by a set of modular assets that share one PBR material based on a 4K atlas texture. I'm using Substance Painter for materials, this environment…
Heya! Today marks one week since I started this project. The idea is to make a user-friendly set of modular pieces for creating dungeons. I want to go for quality and reusability instead of quantity. I'm trying to use the pieces I have in different lighting conditions and think of different rooms. My workflow has been…
http://www.realitypanic.com/archives/496 Hey gang! Basic jist of this thing is: Ideas are LARGELY irrelevant! Teams are important! The idea is to fund TEAMS, not ideas. (Makes complete sense, but for some reason is strangely revolutionary). Jason used to be the former head of the IGDA, and knows the right people. This…
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…