If that is the case, this being your first test/model......I'd suggest starting with a cube a sphere & cone as a new asset (simple subdivided mesh primitives) and export those with a basic material and make sure they are displaying correctly. Apply a shader from the library (that you know displays correctly) on the default…
Keep in mind that even slightest mistake in input /output names or properties and in material mode (3) Designer would never show you something is actually unconnected . I never use it personally . Still can't memorize all the rules. In group node it's a mess of lines you can easily break accidentally. A reason I did my…
@MDK, thanks for your comment :) Well the thing is that strawmerry and I both think that the design will look very bald and boring without those beads. so what we did for the neck so far is that we added some elements to make it prominent enough for in-game view (where the beads are barely seen) and kept the beads cause…
Hi guys, The announcement of the refraction shader got me excited for eye rendering in toolbag, at the moment I use two sphere with dome-out geo on both cornea and iris, parallax map and normal map tricks to fake both caustic illumination/refraction and it works great until you look at it from 70-90 angle then the parallax…
+1 for EarthQuakes articles and the many tutorials at marmoset. When I read the jargon heavy PBR stuff, my eyes cross and I begin to drool. When I read the artist-focused stuff at marmoset, +10 intelligence immediately. But I really wanted to say to OP, don't just try to read all this stuff and understand it completely.…
LoTR reigns supreme for obvious reasons, but Tolkien and Lewis were very good friends. i regretably have not read all the Narnia books yet but i enjoy Lewis' work very much--his 'Screwtape Letters' and his Space trilogy are really excellent reads that unlike what some people have trouble with Tolkien with (dense and…
First pass at sculpted feathers. Again based out in Maya and then brought into Zbrush. They looked like leaves at this point and the material wasn't reading right. And that's it! I did a side-by-side comparison and made some small tweaks in shape and silohuette. I'm not 100% satisfied with how the materials are reading but…
Not much more can be said about it. Blame! is an amazing series. I read it years ago... I should probably read it once again, now. It should be required reading. :) I've always wanted to try and recreate something from Blame in 3d. I'll add it to the list now that I've remembered... Apparently they are working on a Blame!…
Hey All, I wanted to do an outdoor environment, for my portfolio in UDK. This concept caught my eye: I box modeled it all in but didn't realize a big issue early on. The big rock wall that defines the entrance, it has a lot of character to it: I tried to just make some simple square blocks in max and then just build "a…
A few things to share that I've learned about level design: The first question I've tried to answer is workflow. How will I actually make the levels? As a solo developer I have to find every little trick to cut corners however possible while still meeting my desired quality. So it took some experimentation but I think I've…