Nice! Yeah, those were formative years for me as well. I jumped onto Polycount sometime around 2001/2002. We were all dealing with normal mapping, trying to handle skin with blue-colored specular maps, and learning about subdivision surface modeling. Heady days!
i dunno half the things u explain but it looks very impressive. the game has an excellent feel and the physics work great. one thing that kept happening to me was that there would be a small ramp that would bump me just before a small big-jump ramp, so instead of climbing it for a big jump i'd land on it and topple down.…
stop619, are you trying to show normal maps in the viewport? if so, you'll need a hlsl shader which you can get at http://www.bencloward.com/resources_shaders.shtml or use Max's DirectX included one called "metalbump", to access it go like this: 1) open material editor 2) scroll down to "DirectX Manager" 3) in the scroll…
I've tried this in cryengine and couldn't make it work. Even disregarding IBL, the highlights wouldn't spread far enough through the scratches to achieve the effect in OP's picture. Would be cool to see if this can indeed be done in-engine without a specialized shader. You can see in the tutorial that he uses a layered…
I have what feels like a stupid obvious question, but nobody I've asked has been able to figure this out--I have a layer (actually a folder with a few things in it, including a smart material) that is creating a heightmap of bumps on my object, like so: I want to be able to add new stuff on top of it that overwrites that…
the plain one looks great! Nice texture work. As for the snow on the second one, I would be careful as you wouldn't want to pump the snow through a normal map that would appear it was indented into the window. I would use the snow layers to build a slight gradient height map, and then normalize it with the snow textures so…
Hey polycount, I wanted to share some of the artwork I've done for Heroes of Dragon Age. It was a great experience getting to work with the world and art style that Bioware created. We couldn't have done what we did without the foundation laid by the artists in Edmonton. This is just a small sample of the work that was…
Hey Guys, Around a year ago I got the privilege of working with some really talented folks on the UE4 Infiltrator Demo. A few of us were tasked with building the 'upstairs' city section of the level, where the big Bot fires at the Infiltrator man (you can see Pete's awesome bot here: http://cghub.com/images/view/723737/ It…
Sweet, this is great. Are you open to feedback? A couple things I noticed: * Some of the grooves in the ice seem to be bumped outwards rather that bumped inwards. * It would be nice to have some ice dust/chips on the props. * Glove shadows are looking clipped, might help to add an interior mesh.