I would say Kyle, you focus on either characters or environments because to me your environment stuff is weakest part of your portfolio atm which I would advise not to have in your portfolio. The environment stuff shows me that u don't necessarily understand what each of your textures do? (The normal maps are a big give…
Is that the final diffuse or just the colors? If it's the actual diffuse, I think some more color variation and gradients would help a lot. It does look much better ingame, and maybe that's just personal preference, but I'd like to see some extra color gradients on stuff like the blade, the shoulder padding and perhaps…
I tryied some new and different settings. First of all there is a difference when you Export Bitmap and PNG (Jpeg will be tested next) colourwise. I tried to show it with the attached picture. I checked the Color Correction nodes of the Substance to Vray nodes. Copied and added them to a standard Vray MTL, plugged my…
Thank you, as for Damascus steel look it will be represented in the spec but also the diffuse. The tricky part will be how I add it to the diffuse. Too small and it will look noisy and too large it wont really achieve that effect. So here is the high poly, I had to alter the design a bit,specifically in the handle to fit…
When it comes to lighting, start simple. Pick your sun position and work your way up from there by adding bounce light, local light sources etc. Turning off the diffuse textures and just having the light and normalmaps is another way to get a clear ieda of what's going on without any distractions. There was an article…
The glossiest surfaces in real life are just reflecting things around them like a mirror. Changing the size of the specular dot in a shader/material in 3D is the equivalent of making the surface rougher/bumpier or smoother in real life. I think a mirror is one of if not the glossiest surfaces as it reflects light back at…
So i have done some texturing so far.I am not able to get the exact feel of the material.I have posted the material reference image below.I would like to know how others approach the metal texturing. I had done a base metal diffuse and then worked on the specular to try to get the feel of the metal.But it seems like it…
just open the foliage map that comes with UDK for a good example of water so you could just look at the shader trees and figure it out. or put some thought into what you want your water to look like and thinking out what it needs. the obvious would be a translucent material with a cubemap combined in with the diffuse, and…
Second is my first approach to learning Mudbox. Since I am out of school I can use 3DSMax once again. How I miss Max. But besides that the model is The Old Damaged Pillar Model from Eat 3D. http://eat3d.com/pillar Loved this tut it got my feet wet. Realized there is a heck of a lot to learn about 3D Sculpting and Modeling…
ya will try that and it helps alot. is there a similar function for AO in ndo, i was trying to at one point to pop in the whole group into my main psd into both the diffuse and the spec so i could tweak it for both but it got pretty sluggish having them in hte main psd so i had to go back to working with the AO in a…