I'm not familiar with any materials directly from Source, but that sounds pretty typical of complex materials. Making .sbsars for use in Painter is much more complicated than just making a good looking Substance material. There are many things to take into account(processing order of nodes, complexity of math, etc) that…
the reason I used fresnel nodes instead of a colored specular was because the fresnel nodes react to camera angle the way real iridescence works rather than a static color regardless of viewing angle. The fresnel is computationally heavy and I really just did this to see if it could be done accurately rather than making…
Dang, with the limitations you have, that's awesome that you're able to get done what you've done so far. Do you want to be a generalist, or specifically an animator? If animation, then for future projects I would not worry about rendering and instead focus on the actual animation. I would hands down hire somebody with…
So its been a minute since I could work on this due to some RL hecticness, but I finally was able to give it a good 2 hours of work and would like some feedback. notes -Feet are super ugly and just waiting to get a higher topology in the area to be made presentable. -most of the body is only semi-detailed. Primarily…
first off you've done a hell of a job so far. I think his eyes should be more of an olive green color rather than a blue. I think his jowls come down too far. its especially apparent in the first image. I think your diffuse could use some work as well. The red feels a bit too thrown on I would look at different images of…
While i think it's kinda cool that you've gone for a more realistic take on the character, and looked at some Inuit women as reference, i think you've pushed too far and lost the essence of the character herself. You've made her head about 50% bigger than it should be, she looks like some sort of goblin as a result. Her…
For Engine Stuff This Is Hugely Useful http://udn.epicgames.com/Main/WebHome.html Editing Cover: add a CoverLink to the level you're editing. cover is attached to the coverlink node, to which you can add more cover. By aligning and setting flags for each Cover Node you can define the abilities available to the player…
Great base dude, but as others have noted it lacks a bit in character. You've got the hard work done, now how do you take it up that last notch to make it interesting to look into and study once the viewer knows it's a tunnel entrance? I dig the bird sh*t at the top, it adds character, but as a portfolio piece, you want to…
Coming along.. I know it's still nowehere near finished, but the character should be pretty recognisable by now. (notice I've ditched the training wheels) Currently, he picture's a bit monotonous and flat, but I've kept in mind the advice I've gotten here, and tried to nail down the basic lighting and skin tones before…
Hi all, finally I got green light to show you my works done for a local IT company. The link for the game site is: http://www.ideastudios.it/fii/ It's about an old style adventure but using some new modern tecniques and 3D! Actually we have finished a demo version of the game, so what you'll watch couldn't be the final…