Hey Guys! Learned a lot about lighting the last weeks and did quite a few experiments - this particular one here I really liked, so I decided I will turn it into a full environment. Currently I am fairly satisfied with the lighting and started modeling all the assets I will need to populate the scene. The brick texture is…
Hey. I'm currently working on a brick wall for my red riding hood scene but I'm having problems when unwrapping the low poly. It's a simple box so isn't hard to unwrap but the checker pattern doesn't update in viewport when I scale the UV's up or down.. It just stays stretched. :poly127: After unwrapping the model, if I…
So I've been using Parallax Occlusion Mapping (POM) in a scene i'm working on. I've modeled and baked out my maps and applied them to the grey box objects in CE3 and they come out fine. The problem I have is when I apply it to one of my own meshes. It is the same grey box model from the Engine but I have merged two objects…
Hey there, I have recently started to draw again and I am looking for critique on my textures so far. I am not quite happy with them. In comparison with other Handpainted Textures they look a bit boring and monotone. I tried to add some more color information with different layers but i cant quite get it right. The two…
I want to create a tiled texture to texture a cave dungeon. The texture direction is hand-painted, wow like. I've looked for tutorials, but most are about either sculpting the surface or using photo sourced textures and lot of filters. I've not so much of a problem when the wall consists of single stones or bricks, but I…
sprunghunt said: and good programmers that know how to utilize an engine extensively and allocate intelligently. This is just one of those hardware behind the software situations, just with a massive gap during a very strange time when hardware development hit a production wall like a ton of bricks affecting multiple…
do not overlay anything. gloss/roughness really is as simple as: paint it white for one end of the spectrum and black for the other, and fill in the middle with varying values. gloss/roughness is the one area where there's no real measurement involved, it's where artists can truly express themselves for the most part. now…
I think you could work a bit yellow/green in to your walls/brick texture back there... that was the first thing that jumped out at me by comparison. Also, a detail "scuff" spec map for your floors are going to give you the biggest return for getting that to look more realistic... even though this is a clean place, people…
Those values are just on the 0 to 1 scale for their respective color spaces. Lets say you make an image that 50% grey in photoshop and import it, if you check linear in your target engine, it's going to have a value close to the value for ceramic, if you check the option for sRGB, it's going to have a value close to brick.…
Good call on the steps Shanthosa; took care of it :) Recent update: Lamps..the one on the right is the high poly thats going to be used to create normals from. Instead of bending the mesh first, I was thinking of unwraping it straight then using the bend modifier later. This way I can use a tiled texture of bricks to save…