Adjusted the emissive and added a few more crates. I used a multiply and constant node to multiply the emissives by 0.2 - 0.3. I also experimented with the emissive intensity in Substance Painter, but it seems no matter what that is set to it will appear as intense as ever. As of posting this reply, I realize I forgot to…
New version out, 0.3 **Changes in v0.3 since v0.2** -Rimlight now uses Normal Map -Half-Lambert now uses Normal Map -Set diffuse color, affects even when a diffuse texture is loaded. -Reflections Gain -New Rim Lighting instead of old one which was more of a Back light. You can get the shader here (bottom of page).
Specular Intensity slider, just below where you plugged in your spec map. Think of the spec map as deciding the relative spec intensities of your materials (ie. your metal is 3X stronger than your rubber, because it's at ~0.9 brightness while your rubber is ~0.3) and the slider determines the overall specular intensity…
There's a promotion going on right now that allows you to get a free licensed copy of the standard edition of GameMaker studio for free right now. http://gamemakerblog.com/2013/11/25/gamemaker-studio-standard-edition-is-currently-free-50-value/ I'm not really interested in the deal as I don't use or have any plans to use…
http://area.autodesk.com/blogs/the-3ds-max-blog/3dsmax2018fixeddefects #3dsMax 2018 Fixed Defects list is released. Total 251 fixes. This excludes the fixes in the previous SP/PU. The total number of fixes during last year is 455. SP1(11) + SP2(113) + SP3(24) + PU1(56) + 251. And... even more fixes are coming. The code…
I've searched the forum but couldn't find anything about it which is strange or perhaps it's just silly question! :) I was wondering if it was at all possible, to import 3ds files into Maya? I use Maya 2013 on OSX. Google search goes to bonus tools which hasn't given me any luck If any of you have come across this and…
i think hair line can improve more, cause it is "even" like this one you can see every stroke of the hair is not even... http://www.cyborgmatt.com/wp-content/uploads/2013/09/Dota2_Splash_Windrunner.jpg make the hair texture/lines/strokes uneven might be looks natural... like how you did for the re-new design CM's fur…
Ahh nice link,thanks! Yeah, I think a little green will help break the scene up a little actually, maybe with some leaking water or something. I'll see what I can do! I came across this earlier to which you might like: http://myscienceacademy.org/2013/04/14/the-33-most-beautiful-abandoned-places-in-the-world/
Blending multiple tiling textures based on a mask and vertex colors, having quite a few polies on the rock itself to account for macro details, dressing it with smaller (and medium sized) rocks and vegetation to break it up. http://www.pcgameshardware.de/screenshots/original/2013/06/cld-ascent-1.jpg Crysis 3 DLC might have…
Syd Mead has 80+ years and in 2013 worked as concept artist on Elysium and Tomorrowland. What can you do in next 50(!!) years? You already started which is great, so in a year you can easily already become very employable for smaller projects, indie stuff, mobile games..etc.. Nothing to worry about, just keep doing it! ;)