Cheers. It's a modified version of the doubleshader we were supplied with. It's basically just had the strenth of the diffuse and spec lighting tweaked so the total value of those components equal 100 (the default version of the material has a total value of something like 340 so is very bright).
Love the Ad presentation, so cool. Concepts aren't bad either. You don't need an animator for this? I only ask because they usually make or have default models ready for animation tests, at least from what I've seen. Trying to help, Best of luck.
Thanks for the feedback. Yes I'm displaying it in the same program I'm baking it. This is 3dsmax, render. I don't know but i think part of the issue is because I baked AO with normals on, Here is a fixed render. of Ao applied baked from default material set up.
correct me if I'm wrong, but by default there's no right to vacation in the US, except for the mandatory state holidays. Everything else is up to the employer. I have friends in the US who have quite generous holiday amounts though but I know others who have next to nothing.
I'm actually going off of the FF7 original art https://www.scmp.com/sites/default/files/2014/02/21/761110d13f3dadf926d9e3c7b1316f94.jpg With a bit of some really good fan arts that captured the games feel. I do agree that it does need to be toned down though.
Ah ok that's pretty cool. I recalled hearing of problems with the default skybox taking up six so I assumed it didn't do that, but then again each side might have its own texture in that case which makes static batching impossible. Looks good!
Day 3 - Trim Sheet Today I worked in a Trim Sheet and a floor module for the Studiopolis stage. I still have to work on the materials for each trim, for now... default Studiopolis Chrome. Also, I'm noticing some tiling issues, will fix them in the next days.
If you go to the package "enginematerials.upk" you'll find a material called "removesurfacematerial" - you can find this package by right-clicking on a surface that has the default chequerboard material and going 'find in content browser' If you put that on a BSP face the engine will cull it when you run the game.
It's the default way that zbrush records the history steps. Quite annoying actually but it's easier to make a timelapse from the history instead of installing capture software to record while you work.. Also found another similar vid: [ame]www.youtube.com/watch?v=JZz-WCShb7w[/ame]
What speaks against a more default approach of learning 3D and developing skills? Just find a concept or a real life model/Scene you like and try to rebuild it and learn modeling, mapping and texturing this way? I think you´d be way better off that way.