Okay so as far as I know this is how the id stuff works, please correct me if I'm wrong and you know otherwise, I'm just taking a guess at this based on that old video Carmack did. I have some questions as I've finished the game now, and I should mention I played the pc version with the 8192x8192 texture pages. 1. Artist…
@Wardana you can render the flowers down into a card. Arrange the 3d pieces and bake them into atlases. We would do it using custom tools like these: https://youtu.be/aZJQuHZQakQ?t=1511 but you can just render them in Unreal directly and just take screenshots of the viewport render passes to make a full material :) You'll…
That's fun! For a Shell ID, you could assign a colored material or grayscale value to each set of faces in that UV shell in any 3d app, and bake them to a texture there or in xNormal. It's common to bake out a Material ID for masking purposes during texturing. You didn't mention the UV edge part in the first post, but that…
Hello , Sorry if I posted this already in the wip thread , but I feel that I need more technical advices and guidance than showing it off in the Wip section ,.... So I hope you won't mind if I post it here instead and I update it here , couse I would really like some technical assistance or guidance to develope my project…
This looks really nice! One thing I noticed is your tires don't seem to bulge at the bottom where they press against the road or floor. Kind of makes the car look like it's floating. Also, the rims seem to be all perfectly aligned, but some could be rotated a bit for realism?
I'm honestly not sure what you're aiming for (to me gradient texturing suggests the use of lookup tables and shaping curves) but... if you want it to look like a bunch of floor tiles it sort of already does - using a box shaped gradient would make it look more tiley if you want it to not look like a load of floor tiles…
I'd like to start by saying I'm a programmer and not an artist, so my knowledge of 3D software is quite limited, plus most of it pertains to Blender and not 3DS Max. Ok, so I came across an article by EA/DICE on Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look. Somewhere in the…
That's a pretty cool idea indeed, and could be a handy compromise. If anything one great side effect of this technique (as a whole) is that changing things down the line later if needed is really easy. I recently had to revamp some of my source textures in order to unify a bunch of assets (completely changing the location…
Im not sure i get your question correctly. It does work technically, i.e. if I set those "Switch" integer value to 0 it will be for sure interpreted as "false" and integer 1 will gives "true". So technically - it works, but from UI point of view it doesnt make any sence since in designer the variable are clearly declared…
Hi Polycount, I wanted to know if you guys/gals have any techniques on making tarps? I thought about making the wrinkles in zbrush but not sure if there is another way of going about this. With zbrush I can get normal and oa bakes. I want to make it to where I can drape across multiple meshes. Thanks.