Nope. It probably has a little less overhead, but I don't think its noticeable. What matters is the number of materials being used and whichever coloring style you use, it results in a single material (the benefit of vertex colors is consuming less space). The first real-time directional light is 'free' in terms of…
PixelGoat: My render setup is a skylight with a .4-.6 multiplier (7-10 rays for shadows) with an additional spotlight on my object at a 1.0-1.3 intensity multiplier. The material though is what is achieving what I'd like with the high poly models, it's a custom Shellac material set on 50% blending 2 raytrace materials, the…
http://cganimator.com/unofficial-3dsmax-whats-new/ 3dsMax 2021 * No SDK Break – Plugins compiled for Max 2020 are supported in Max 2021 Full MikkT Space Support for Normal Map * Baking -Scanline Renderer can output normal map in MikkT sapce * Rendering – Normal map in MikkT space can be rendered in Scanline Renderer *…
I have worked only on UDK, CE3 and UE4 (but I can't say much about the last one unfortunetly). My 3 cents: CryEngine: 1. Very easy to get in. 2. You must be really trying to make something that will look bad in CryEngine. I mean really hard. 3. Material setup is very easy, from what I can see in newest version, the…
"Really couldn't guess what purpose these are supposed to serve" Well TBH I would say you are looking at this from the wrong end. These probably don't have any "purpose" outside of, perhaps, some shader absolutely requiring some maps as an input, but used on an asset that for whatever reason doesn't need any normalmap…
Hello ! WIP of texturing phase. Some materials are still placeholder at this time and i'm still figuring out which details I want to add. Not exactly sure about colors yet.
Breakdown Interior Assets In this post I will give a short breakdown on how the creation of an interior Asset was done for this project. First, environment assets are split into different areas, areas that use material layering for texturing and areas that don’t. For the door below, the blue areas are shaded by using…
Studio: Atlantis 3D Studios Project: Project: Rialto Type: Profit Share (Core Team) Location: Remote About Us We’re an indie studio dedicated to recreating Renaissance Venice as it was in the late 15th century with engaging and fun gameplay and story to accompany it. As fans of history, and video games, we’re building…
"How do I texture mud?" The same way you do materials for any other surface... Reading through some of Neil Blevins material break downs in the CG Education section of his site should help you start thinking about how you approach and recreate materials. specifically the "wet materials" paper.…