Convert surface normal to screen-space (you always want the sphere map to be mapped in screen-space). Use this normal as UV coordinate to sample from texture. The ss. normal will probably be in -1 to 1 range, while UV's are in 0-1 range. Plus, the normals need to start sampling from the center of the texture. So, divide…
Goodgame Studios is Europe′s fastest growing gaming company and one of Germany′s most successful technology businesses. With more than 1,200 employees at our headquarters in Hamburg we develop innovative online games which are played by more than 270 million players in 26 languages across 200 countries. Our talented,…
Honestly, the best thing you can do is find a couple Photography books, in particular Landscape photography books, and study those. Start researching landscape painters and study their paintings asking yourself what mood they're portraying and more importantly, how they are doing it. I know it feels like I'm suggesting…
we are a small team, and we need some 3D artists/animators and some programmers/coders. (bonus points if you know how to make isometric assets and characters, and if you can make spell and area effects) trimetric tiles are what we are aiming for message be and I'll show you! 3D character animator (Blender rigging…
[ame="https://www.amazon.com/How-Draw-sketching-environments-imagination/dp/1933492732/ref=sr_1_1?s=books&ie=UTF8&qid=1421362097&sr=1-1&keywords=how+to+draw+scott+robertson"]How to Draw: drawing and sketching objects and environments from your imagination: Scott Robertson, Thomas Bertling: 9781933492735: Amazon.com:…
The gloss of the phong lighting model is simply the exponent of the specular reflection. By default your textures range from 0 to 1, so the maximum exponent you'd get would be 1 (where the texture is pure white). When you multiply it with a large number, you'll end up with exponents such as 20 or 40, which will darken the…
Just wanted to share some advice on the Editor. Couple of things have been bugging me for a long time, and only recently I've figured how to fix or explain them. 1. If you are using Parallax Occlusion Mapping feature in your materials, you may be familiar with this issue: ^ PoM off ^ PoM on To avoid incorrect self-shading…
Registered just to answer your question. $SPECULARCOLOR is a command that multiplies the rgb value of the specular highlight by the values you input. The default is not "[0 0 0]" but instead "[1 1 1]". Each value affects the colors red, green, and blue in that order. Since it acts as a multiplier "[5 5 5]" will create a…
Hello everyone, My name is Garloiu Ionut and I am the Ceo of Interactive Creative, a new independent company located in Bucharest, Romania. We are a small company made out of 11 people who develop games for Pc, Ps4 and Xbox One. We are currently working on a medium based independent game, a survival horror game based on…
Hello everyone, My name is Garloiu Ionut and I am the Ceo of Interactive Creative, a new independent company located in Bucharest, Romania. We are a small company made out of 11 people who develop games for Pc, Ps4 and Xbox One. We are currently working on a medium based independent game, a survival horror game based on…