Hey guys from RAD, just wondering if you can answer a few questions about the material/texture pipeline you used. We're looking to test this idea of tiling swatches using masks like you did for potential use at our studio, so I was hoping you could answer some unknowns I couldn't find online. 1. Were the tiling textures…
Okay, so if you check out the article about the smooth shading on foliage, you mentioned, you see that there is an example for grass too. I can see how somewhat unclear it is of how what to do in the case of grass, but its actually pretty simple. You want the same smooth normals on the cards on the ground, as on the tree…
Just wanted to say I added a Photoshop Actions file to the bottom of the material tutorial index page: http://www.philipk.net/tutorials/materials/materials.html Or if you like you can get it here: http://philipk.net/tutorials/materials/PhilipsActions.atn The action package file contains these actions: - Normal map overlay…
There're something near 3 materials. First base-mat wich is mainly used for all assets. Second material for blending parts like bricks, tiles etc. (it's just like a base-mat but little optimized and with vertex blending). An the last one material with alpha for glass, lightbulbs and anything like that. I used…
Yes that is a good method to use! Sometimes if i get heavy repetition over large surfaces where i still want to keep the details small, i use two textures to mask with in dynamask, then I group the scratch/dirt- layer or whatever it may be and mask that group using different materials im dynamask. But usually blending two…
Hello ...Cool trains are fun to do. I think you need to take better care of shaders on this model, right now textures have a "flat" feeling over the surface and dont communicate well that is a metal object. I think you'll need to work out the reflections for this. As for the overall green, I think it is sort of washed out,…
It is using a light env right now, I suppose (unless you turned that off), so to improve it you could: Lightmap the meshes so the lighting is baked in. This is most seamless but doesn't work if the pieces animate in such way that it is obvious the lighting doesn't update. This would also be fastest for performance. You'd…
I have to say that whenever I talked to the render programmers where I work abt real time GI, they always kinda cringed at the feature. Mainly because... it never really works well. Its SUPPER expensive, and always requires dropping a bunch of processor power to execute. And even if you can get it running at over 30fps at…
Overall what are you trying to achieve though? I think when it comes to most animation they don't require custom brushes, it's just consistent lines. Flat colors, and then maybe some post processing to get softer shadows, and more complex lighting. I think you might be over thinking the overall animation workflow by…