Hello guys, i've seen a post long time ago where this topic was mentioned a bit but iam still a bit confused. Its about placing support loops to get sharp corners or forms in hp models. Many guys are going to tell different types of meaning: 1. Keep your geometry "rounder" as normal to have good results on the normal map…
@NikhilR - thanks very much! Here's a gif of the same shot with wireframe: If you want to be able to get a little closer to the wireframe, you can go to the Sketchfab link and turn on wireframe. Under the hood, it's mostly lots of wire deformers, blend shapes (for the mouth), and a loooot of shrinkwrap deformers to keep…
Hello everybody, I am trying to figure out how can I create a shader in Unreal 4 where I can add a texture which would be blended on top of the Albedo with the same effect as Photoshop Hard Light. This is just intended to get some texture variation on tileable textures. This is my asset, (in substance painter) this is the…
Here's an example of what I mean. Essentially I want to model something in maya. Say this head. Apply a shader to it so it gives me normal map colours. Then I go into an orthographic view and screengrab and add to an existing normap map, say a wall I'll check out those shades when I get home :)
Thanks for the elaboration, much appreciated :) I actually asked the developers and just got an answer to what they have done; "to elaborate on the custom shaders, there is no normal-based shading. It only uses the light's attenuation to illuminate the geometry and that's how all the faces get that flat, even lighting."…
So for the past 2-3 weeks I've been trying to develope a medieval city of sorts, I started small with just a single house, and now instead of progressing in shape and size, I'd like to get the aesthetic looking right. I ran into some issues with textures from cgtextures / textures.com, they're not procedural enough. Due to…
Hi, so I try modeling the pieces for tabletop sim. The board game is called quadular and there is not a bord existed in the workshop. So why not try make it my own. Well I use 3ds max to model the pieces low poly. I even applied smoothing groups. But after exporting to .obj, all the polygons are smooth instead of hard.…
Hi guys, i managed to get a render target of a textured model in shader fx (with Kodde's tga pbl shader). But the blur in the red channel causes it to leave some nasty cyan bleeding along the shadowed areas. Is there a way to mask out the blurring in the lit areas? help would be much appreciated!
Hi Pior, yeah it does work reasonably well, but its not perfect. i think it works better on meshes that have a slightly higher subd level, like 1 or 2. the problem I am having is that it's basically a low poly mesh and there will always be some weird shading unless you unleash sharper edges or other tricks I will go…
Well I incorporated the eyelid shadow through a polygon plane as a feature in v0.3 and created a new bundled example scene. Hope you like it. You can download the shader here, at bottom of page. **Changes in v0.3 since v0.2** Added drop shadow fake to simulate the shadow under the eyelid. This is done by creating a polygon…