Im gonna be away from the workstation for a while in a bit. 3d will be inaccessible, so might as well read a usefull book or something. Any suggestions on the matter of color theory and/or lighting?
Hello all! I'm working on a UE4 environment that plays with the passage of time (fast forwarding mostly), and here's a shader i wrote. What do you guys think of the result?
I've uninstalled, reinstalled, repaired, and patched this thing to hell. I've tried deleting the settings folder, too. It doesn't automatically load these things anymore. How do I fix this?
Running direct X mode, been playing around with a reference image, I haven't attempted to switch over to open GL mode. Doesnt seem like raising the dpi would have an affect, should I force the reference image to a scale of say 2048x2048? Thanks for your input guys.
I'd just thought I'd show off this thing I made today. I'm going to be doing a full tutorial on how I did it in the next couple of days. http://vimeo.com/22851818 EDIT: Apologies for poor frame rate, it's buttery smooth in-engine. My computer choked when recordin tho.
Hi @ all I just saw the quixel trailer for they're products on quixel.com There was a really cool and realitic map "bricks" my question is how to produce maps and normals with the same quality and sharpness ? I mean it says 8K texture ok, but that can't be just the reason for the quality. ???
So these are on my giveaway thread as well, but I thought a specific discussion about it might be beneficial. I'm trying to use SD to get a hand painted look. So far I've gotten some pretty good results with some help from Sweetangel0467 and rogelio olguin's rock videos - but... it's feeling like any tweaks I do can…
in the default settings(shading : multitexture) blender displays the last map you opened in your uv editor either you load your new map into the uv editor or you switch to the glsl shading mode (hotkey "n", under shading) there you can setup your materials like in maya
I just can't get a point, why is it happening? For comparison same texture in Substance Designer Also note - there is correct specular in substance designer, unity seems to ignore metallness and roughness.