Yeah I've got a L in my eye haha. Ooops sorry Sup :P Was planning to put all my notes together all at once but as far as new Mud2009 stuff goes I saw : - Support for realtime shaders in the viewport (cubemaps, IBL, HDR support, and I suspect the ability to load a certain kind of .fx maybe) -Ability to rotate the relflected…
Hey everyone. i figured that its time to start up a thread here, instead of creating countless threads for individual pieces. im nearing that time of portfolio for school so i may as well get ready to put up work for critique. :D let me open with this first piece. **Most Recent** Eat3d Challenge #1 - Old & Damaged This…
Besides the human study I've also been working on these 2 short little animations this week. It's nothing special, but I'd just like to share them. I'm starting to like animation. #1st Assignment: Pixar Animation Appearantly the guys over at Pixar are given 1 week for 1 second of animation for their feature film projects.…
The BRAWL Tournament! We're kicking off a new contest here at Polycount - The BRAWL TOURNAMENT. Participants will be working from a HUGE list of existing 2D or 3D fighting games to come up with their own 3D reinterpretations of their favorite FIGHTERS or STAGES. Only the best of the best can enter in the BRAWL Tournament…
Norrsken
PBR is a realtime PBR shader that allows the user to display full PBR in the
Maya viewport. The main goal was to make previewing game assets or animations
as simple as possible. I wanted the user to just take their exported textures
and their favorite HDRI without needing to worry about dependencies or…
Dont post often but I am a long time lurker. Not sure if this is the right area to post in, forgive me if not, but I'm looking for laptop recommendations. I'm from the UK so it'll require a UK QWERTY keyboard, 4gig ram and a good graphics card. Not too bothered about the size/weight/look of things as long as it does what I…
Ah sorry I think I need to clarify, the model is still WIP, that grey phone is just a diffuse placeholder, it hasn't been unwrapped yet. Same with the paneling on the right hand side, only it's been unwrapped and just has a basic color applied to the texture. The issue is that a spec map and a normal map exist for pretty…
minor update here, tweaked the spec/gloss, eyebrightness, disabled post effects, gave her a smile to test my blendshapes and addet early dif for the horns and paralax for her eyes. the light setting is dawn in marmoset, everything at default only sharpen cranked to 1.00 also a lil shot of my max settup displaying…
@programmer23 - UE4 uses a slightly different method of PBR. dDO uses a gloss map where as UE4 uses a roughness map. They functionally are the same thing, however from my understanding the values are on the opposite spectrum. So a Black value for glossiness makes it duller/wider spec, where as a black value for roughness…