See you at TI4 then everyone. Had several close calls with tickets being in my cart but multiple failures, 503's and then an empty cart made today a sad experience
you solved flying cars for the most part...invisible wheel model + flying cart. tada... the flying carts would hover at the height the rolling ones go, so it'd be basically the same... right?
the only thing that really bugs me is that trail, it should be about the width of a person or 2, and that bridge is huge compared to the tent. Unless that trail is used for carts or something, but then it should have some groves in the ground from the carts.
Parth, your train cart looks good but i think it needs more destruction. for instance if the wheels are bent like that i would imagine that the rest of the cart would be banged up as well. good luck,
These are some links I've found very helpful when discussing PBR theory. They all cover slightly different things, and some (especially the articles by Sebastian Legarde) are more in-depth than others. https://seblagarde.wordpress.com/2011/08/17/feeding-a-physical-based-lighting-mode/…
I'm glad to hear you like the model. I completely misunderstood the metalness map. Now I get it. Thanks Dan. I also realised (after reading the documentation) that I had specular set to 1, while the default for UE4 is 0.5 ! As for making albedo darker - yes, it helps. But suprisingly, Dontnod's albedo values (from their…
[ QUOTE ] [ QUOTE ] its called publishers forcing developers to make the types of games that sell. Shooters sell. [/ QUOTE ] i'm looking at the UK all-formats charts now. In the top 10, the nearest i can see to a shooter is Crackdown at #8. Then, the next shooter is Medal of Honour Vanguard at ... #23. Gears of War #24.…
Regardless of weather the cart will be in motion or not, the "wheel" could use some more polys. It's not a matter of if the cart moves or not, its a matter of does this look like it could work.. is it practical. A wheel with 10 sides is not practical in any way, shape or form.
PBR (physically based rendering) isn't just using PBR shaders really, in things like marmoset or Unreal you need texture maps built to support PBR. Marmoset has a good breakdown http://www.marmoset.co/toolbag/learn/pbr-practice Everyone has seen the DONTNOD PBR chart…
edit: Thought you meant reflectance values because you linked IOR values. For albedo there is 1 chart https://www.fxguide.com/wp-content/uploads/2013/06/Albedo_values.jpg But that's just to give you an idea of the values (like the max/min). For the roughness there is no such thing, so you'll have to rely on your…