Hello everyone! Working on my portfolio and wanted to tackle a mid-res model next.I was really having problems with the diffuse and wanted to post this for a long time but i did not have any internet access.Which is why i had to keep going. Its done in bodypaint mostly(for those of you who havent tried it,its pretty…
Hey there everybody, current project in which I've been aiming for a character of under 1500 tris, so aiming for modern handhelds. Currently at a tri count of 1464 with a 512 diffuse and normal map (also an emissive for the eyes) and eventually a spec map. He started life of as a simple base mesh in max prior to being…
I've just updated the shader page of my web site with a new HLSL skin shader for the 3ds Max viewport. This shader simulates sub-surface scattering by blurring the diffuse lighting. It's very similar to the shader used by ATI on the Ruby model. Here's a screen shot of the Max viewport: (The face model and diffuse texture…
I'm trying to texture bake a high poly brick wall to a plane. The book I'm using tells me to make the high poly material lambert, but Maya LT only seems to have phong, ShaderFX, and the other more complex shaders. Is there a way to remove the shadows and highlights from the phong or another material so that my diffuse…
Hi All I`ve been given a task to convert a maya game environment (from PS3) into unity (just the artwork). I have all the textures in dds and also have exr lightmaps created for the PS3 already. Can anyone give me an idea how difficult it would be to convert for someone who hasnt used Unity before. Would be nice if I can…
Texture Process / Personal Art Style Definition & Basic Overview of Asset Creation To define an art style especially for a team of individuals that share a vast range of abilities, especially in sculpting and high poly modelling and generating both the normal information and the other maps associated with these workflows…
SD 5.2.5 Fixes: * [Cooker] "Size out of bounds" is an error instead of a warning * [Cooker] "Can't find subgraph output" is an error instead of a warning * [3D View] PBR diffuse/spec prefers basecolor instead of diffuse * [3D View] Tiling does not work correctly with tesselation shaders * [Engine] Crash when instantiating…
It looks great! The only thing that slightly bothers me though is the stone wall material of the church (not non-modeled ones) come off as just a touch too flat compared to the rest of the building. And really this is a very picky observation, I love the whole piece. It could be that maybe the diffuse for the shadowing is…
My door textures...I started with these ones first. These kinds of textures are way out of comfort zone but Ive been building up a texture library and really wanted to lean more on photos then my cartoony style of painting. Ive also been painting my own spec maps and trying to learn how they worked. As you can notice with…
with your deafault light you can get a flat constant color like your wow example by material settings alone. Since you don't need specularity or reflection... change your material's "type" to lambert in the materials attributes. Crank the diffuse setting all the way up. And then Crank your material's Ambient Color all the…