Don't let yourself be too bothered by exact values for one particular solution when starting out. Those values are meaningless in any other shader than the one you are using. It is better to spend that time understanding the basics physics surface and light interaction. The best points I can give you are: Understand the…
Hey Sean, nice you like it! Thank you! It was pretty fun to make. For the scales I used a combination of hand made (using clay buildup, dam_standard and trim dynamic brushes) for the face and back, and the Zbrush surface noise with a snake scale texture I found on the net. I made a note to remind myself of the process…
i notice people associate metal with a tight specular highlight for metal. i think it's because of the highly reflective metals like chrome have them. really dull metals don't have them, but the ones inbetween, like a bronze or soemthing, does have a highlight, but i see the larger surface information more important. it's…
that's what I feared, so what is the best workflow for producing "easily" a low and high poly hard surface model? I've started cg shrimp hard surface blender modelling course, but it doesn't cover videogame production or making low poly. And chamferzone's course are really close to it, the only big difference being this…
My personal preference is a Surface Pro, which is more of a Cintique-type device. Personally, I found that having a drawing surface to do art on helped me get more art done but it also helped that I could carry it around...which is the sticking point for Cintiq's in that I still have to be tethered to a computer. (Though I…
It does make a visible difference on smooth surfaces, mostly at grazing angles since the split-sum approximations assumes the surface normal is facing the camera for at least one of the precomputed integrals, or when smoothly increasing roughness on a flat surface. However it's a good enough approximations for games where…
Thanks @lotet @bigodon @AlanSMitchell @Sebvhe :) I want to share some details about the material I've put together that's driving the look of the trees. (with pictures!) It's been an iterative process as I've discovered I need a new type of branch in some place or variation in snow density on a macro and micro scale. New…
I think floaters on a curved surface can be pretty tricky, especially if you sub-divide the meshes before rendering. Maybe I just don't have enough experience working with curved surface floaters but I would be pretty paranoid about something falling apart. I mostly use floaters on flat geometry where I know the lip will…
In the metalness workflow, diffuse + specular = albedo map (which defines the color regardless of material type). The metalness map itself defines which areas are metallic and which areas are not (generally pure black or white values in the map). The last thing you said is pretty much correct. Pure metals reflect nearly…
I just wanted to post a bit of info on a web based image based modelling app that I have started playing around with (WHich raised the above questions). http://3dsee.net/Main.aspx Basically it will convert your photos into a 3D relief. You will need to set up an account- log onto the web site and then submit a series of…