Thanks @RN and @somedoggy for the technical input on that -- it makes a lot of sense. I'd prefer to use step in this case since the ramp, in my case, doesnt seem necessary, especially after looking at the shader @bitinn suggested. Great advice man! -- I sure did, and it supports all the toon-lighting I could ever want --…
low-poly Acog 4x32 sight mounted with rmr red dot. this is a low-poly asset made for use in game engines. https://www.cgtrader.com/products/acog-sight-8cf39b49-8216-4dfd-9c62-66e1a7f0b450
Look into the Mental Ray production shaders. Specifically, the mip_rayswitch and mip_matteshadow. This page has a ton of great examples to get you headed in the right direction: http://mentalraytips.blogspot.com/2007/10/production-shader-examples.html
First off: Cool scene to work on.. DA + Awakenings were great! It's very early work but I'll list everything that comes to mind right now, some of these you will probably have seen yourself already. -If you're going to make static flags then model in a slight bend or crookedness because perfectly flat banners look too…
Hey guys, I was wondering if anyone could quickly shed some light (hehe) on how they achieve the GI lighting look in games like MK8? Example below. http://nextn-cdn.nextn.netdna-cdn.com/wp-content/uploads/2014/10/1410-15-Mario-Kart-8-DLC-Link-Epona-Animal-Crossing.jpg Would this just be similar to the lighting in Marmoset…
So I am making a crate for a group project that is going into Unreal. I am still a little new with some of the prop workflow. But anyways I made a crate in Maya, unwrapped it and then textured in Substance Painted. But someone said I should set up Light maps. So I followed a light map tutorial, following along with a…
Hey guys, I am definitely having a problem. I am making environments for my portfolio. The have normal and spec maps. ( made in maya ) So, the high quality rendering looks alright. But I need to render versions with different types of lighting and shadows. I dont need a light bake as it does not need to go into an engine.…
@Eric Chadwick Thank you! For the lighting I'm aiming for the same look :) right now I was focusing getting the textures right and foliage, and then getting the lighting setup
In photoshop hard light blend treats neutral grey (128.128.128) as a tone that does not affect the layer under it. But in ue4 the same neutral grey color value makes everything darker when blended through hard light blend. I want to add some details to my material, but can't figure out how to blend it so that I have a…