There's a visualizer for the viewport. ShowFlag.VisualizeHDR 1 In the middle of the screen, it'll show LRGB values. You can essentially follow Crytek's method for determining luminance values, although some values for either engine just won't work. Either way, taking a general Lux value for the sunlight during a specific…
bfalwcon: thxs, yea I should maybe have a quick breakdown for the creation process :) kodde: thxs a bunch, youre right about adding a resume and linkedin link and getting a domain all these things dont take much time to do. I see what you mean with that comparaison I gotta work on that. slosh: thxs for the kind words, in…
I see a lot of warm light on the bottom of the cliffs. It looks great and compliments the skylight perfectly but I'm kind of bothered by the lack of a light source, such as a campfire? Maybe it just isn't shown in any of the screens?
I'd like to share with you a real-time HLSL Shader for Maya’s Viewport that I wrote as part of my exploration into the wonderful world of HLSL. Try it out, and if you like it, let me know! Updated - 11/30/2009: lcNextGenShader_1.2.fx Updated: lcNextGenShader_1.15.fx My Original Blog Post lcNextGenShader_1.1.fx Download:…
[ QUOTE ] The glow effect, some shadows, cubemap diffuse lighting and a new "parallax bump" effect will be added in the v3.5.0 [/ QUOTE ] Waoahahhaa! I can't wait! Also I really like the Cages stuff you added! Very fast and easy to use... although here I don't seem to be able to select individual vertices? Is that because…
Finally I am setting up the light! Test Test Test again and again! I want to give it the feeling of falling throne so I tried to come up with the way of how I set up the light to deliver this story. First approach is night! I post several night shot. Im afraid that the detail of the scene is not so visible in night scene.…
I might push things brighter on the sword near the top, cause if it's made of metal I feel like it'd be much lighter that close to the top down light. You've an area or two on the blade that seem to be brighter than the top despite being much lower down, this kind of throws me off a little and I think pumping up the…
what klunk said .. using a clearcoat / thin film material if you have shader support for it if you don't have shader support for clearcoat it's harder - you can't use the normal map cos it'll make the surface look lumpy and you can't mess with roughness cos you'll lose the overall sheen. The simplest option would probably…
Did a paintover of one of your textures I only had 30 minutes to spend on this so I rushed it but I think the important elements are there. With more time it just would have had tighter details. Main lessons here: 1: When it comes to stone I try not to make my edges perfectly straight 2: I never distribute my highlights…
Clean public bathroom, eh? I have no idea how closely you are supposed to follow their artdirection, what they told you, how they want it to look, if you are supposed to make a convincing enviroment or even what platform and engine this is for (you could have left some very basic specs if you want specific crits and not…