Well this was the reason from my thread :( How to get the proportion right, a technique i came to learn is to compare 1 object from the picture in relation whit another near it and identify an legacy object where i know it's real dimensions (ex. the seat - the length of a body) .. 1. I modeled at the fuel tank a few hour's…
https://youtu.be/YDeptWduHNc Today, we'll dive into the Substrate shading model PART 1. Substrate is a powerful tool for physically based rendering (PBR). We'll focus on the Substrate Slab BSDF, which helps create complex materials by allowing multiple layers to interact with light. This tutorial is beginner-friendly, and…
This is looking good, you got a nice grasp on color and brushwork already! The way you rendered the shadows in your still life is very pleasing to the eye, and the cool thing is that you got the right tools to push your volume rendering even further: 3D knowledge. Brushstrokes often basically describe plane changes. I…
Playing around I found a few things that make a better result. 1. Slap down some colors like your warm colors and your cooler colors, and just layer them on heavy. You can adjust the layers overall influence in the layer stack -- this gives more ability to play around with things rather than trying to paint things…
Then you are doing it wrong. The example I posted in this thread was done with a hard round and a random square. This is how I do it: Step 1: Grab a few textures with interesting rust, chips, detail, or whatever you need. Step 2: Use color select to grab the detail you want, and tweak the falloff to get the best mask.…
So the combined map in this image pretty much follows Lennyagony's guide. You bake out a Prtn and Prtp map, and desaturate these images. Prtn on bottom with PrtP on top set to screen at 75-85% opacity depending on your needs. Then just the Green channel is copied out of the bent normal baked out. This is set to soft light…
1. Yes that does the trick thanks, now I can zoom into my model slowly. I did notice there is some kind of bounding box though where I couldn't get close to a model I exported with a ground plane? 2. A stack of colour to normal with real time sliders for tweaking each separately. I often find I will export 3 greyscale…
Thanks guys, and thanks @ComradeDispenser for the crits, always helpful. My texturing process in PS is to start with fill layers to get basic material values dialed in. Then add several pattern layers to each material to get texture variation. After that I use images and handpainting for contextual wear and tear. Each…
I asked because with our fx we control overdraw in different ways depending on the effect. Many of our fx (especially firey ones) have shaders that use noise textures and ramp lookups to give a sort of a procedural look, while keeping it down to 1-5 particles. Also keeps our memory usage down, and allows you to re-use…