@Nuclear Angel : Sure man anytime! Yea, its pretty much the same workflow in Modo as max/maya. I'm originally a Max user. The main place where the workflow differs in Modo is when you use the "smooth shader": "Rounded edge width" workflow, that Tor Frick pretty much made known to the 3d community. If your interested in…
Right, people often misconstrue what a normal map is, because of poor associations and lack of creative thinking. Most games that have normal maps are the bleeding edge hyper-realism games, so thus, normal maps = hyper-realism. In reality, a normal map is simply a method for getting more accurate per-pixel lighting.…
My current shader setup WIP This would work if I only want a single material, like only plastic. But i'm wondering what if I want specific materials on specific portions like mentioned on original post? If I want to reuse this trim normal texture for the door, floor, ceiling, table as well. I would maybe need a wooden…
Hi, I need the RS_shaders for zbrush since I lost my backup zips a while ago (I don't remember how btw) and can't get the download link anywhere in my mail. Before you all jump on me I'm not asking for illegal download since I bought the two sets back in 2008 when gnomon workshop was still "gnomonology". I've proof as…
Hey guys! Looking to get a little better at modeling challenging and complex shapes? Do you frequently have trouble with tricky geometry, and need to up your game? Just bored at work and want to kill some time? Well, You're in the right place! In 'The Weekly Hard Surface Challenge' complex and challenging geometry will be…
Hello! I'm working on some modular environment pieces for a level in the UDK, but I'm having a problem. I want to create some chromed/shiny metal cylinders. However, I really can't figure out how to do it. I guess it has something to do with camera position and a reflection vector? Maybe I'm completely off.. But I really,…
@Wirrexx I would establish the shape first when it comes to wood. Paint in some basic planar detail. Then it is on to adding darker shades and lighter shades. Introduce more details as you go and refine it later. dont forget to zoom out often to determine the amount of detail is not too noisy or crude.
It might be worth looking into the differences between legacy and pbr shader math. By legacy I, of course, mean lambert/blinn models. I make shaders quite often, for effects and simple things. The approach I use for building up any material is from a simple set of nodes - the core shading, then expand from there. At that…
Yes. Just don't include the transparent part into the highpoly. But honestly, you would need a clear coat shader with a secondary normal to get correct shading from both the glass and the spheres. So they usually don't use the normals of the underlaying mesh. Just the color, and it has some fake shading baked into it.