What I usually do is duplicate the AO layer a few times, then starting from the top level colour it (CTRL+U, colorize option) the AO layers orange, pink and brown. Then set them to multiply, 30% opacity. I find this hue gradient of the AO map (instead of just the single colour multiplied by darkness that you'd usually get)…
Im totally interested! Ive made some miniatures before, but used ultracal-30 for the mold and 2prt rubber for the casting material. I then had to paint the rubber with autobody paint, as a primer before i painted any final color texture onto it. With abs its pretty much the same I think ya? are you priming it before you…
Care to elaborate? I need to tweak everything some to highlight and repress some effects and colors. Yes the effects are layered but they are far from random, I'm curious what you find random about it. EDIT: Meh the video seems to be playing some tricks with it... running at 30 FPS it seems 100 times better, I'm going to…
And project skyline and art to engine(a|w)... Scary, when asset to engine always seems to get abandoned with past efforts. On the other hand they have been doing this work fer awhile now? Would be nice to have dcc intergrated with other AD properties like HIK and scaleform. Beast. If fast? (viewport 3.0?) fer $30/mnth ala…
In 3ds max, the default normal bump value is set at 30. Try cranking it up to 100 if you haven't done so already. Also, turn on hardware lighting and hardware shading + maps. The hardware lighting can be found in the settings on the upper left part of the viewport. The hardware shading + maps can be found in your material…
You will get no AO from a highpoly model that has no creases or cavities. Unless you put a "floor" under it. The normal map won't show in the render unless you're using a Normal Bump map type, and make sure to set the Bump Channel strength to 100 (default is 30 in a Standard material). Are you using a different Smoothing…
It's good if you have a bunch of generic models sitting on your hard drive and don't mind selling them. But I wouldn't spent time modeling new assets. Unless you have hundreds of models for sale you probably won't have a ton of success. Plus turbosquid takes 60% of the money. I put up about 30 models a year or so ago, and…
an avatar char will have about 200 2k textures or even more... that will end up in a displacement texel ressolution of 800 million... say they use only 30% of the texture space... so you will have 240 million texel data to displace the geo during rendering... and thats only the handpainted stuff... if you store the…
- It takes many months to put together a solid portfolio if you are just starting out. - You can get a website domain name and hosting for $30 a year, but there's free options such as blogspot, or pretty much any blog website. - It's probably about 50:50 self taught vs formal education, but a lot of people will say…
I could not agree more with you good sir! I feel like aesthetics, along with a multiplayer mode is used more often now a days just to cross a checkbox in a list of todos for each IP. Think Crysis and similar IPs. When a company focuses more on story, gameplay and optimization (to get push for most triangles while still…