No, roughness is purely a function of how rough or smooth the surface is. I always suggest not putting pure AO in any texture in a modern engine. Its fine to use AO as a base for color shifts, dirt painting etc... but most engines are already calculating AO at multiple frequencies: Large Scale AO with lightmaps or some…
If this is for your portfolio maybe you should try to tackle something more interesting than a normal bathroom. Anyway, I'd focus on nailing down proportions and scene composition before moving on to small props like a toothpaste box. Just a pet peeve of mine, but if you're going to take screenshots use UE4's screenshot…
For facial animation you're going to want more edges around the mouth and more for the eyes. As far as the facial structure, you're missing the jaw definition - you've still got functionally a sphere, whereas with the cheeks in both anime model examples plus the original drawing for megaman they have something of a…
Yeah kind of sucks but Blizzard probably throws away lots of art, if you think about all the iterations of the Diablo 3 art direction I'm betting loads of work never saw the light of day. Also could be that they'll end up keeping most of the art assets for Titan and they're just shifting everyone away while they rework the…
All is looking great! being a huge fan of zerg my only input is for the Hydra. Proportions and weight is looking solid, im not geting the feeling of function though. The mandibles needs to fold into the skull more, look closely at the details of the face, the jaws fold nicely into to head, the tusks or mandibles almost…
I would test out a shader I just re-wrote, but I don't have Maya... but it needs just an alpha map(mask) somewhere, then you set the alpha in your main pixel shader function to use that map. Then in the shader 'pass' you would enable alpha test or alpha blend. I'll message you and maybe we could get this working :P
Thanks a tonne for that, I'd been modelling an iPad and wound up using ProBoolean as a quick fix to putting the holes in, but now I'm kind of having to roll with it as eye candy rather than anything functional (Much like my actual iPad I suppose :P) If you saw the topology you'd scream. And if you're interested, here's…
ha ha, classic Autodesk trap not sure what drove them but way to many people including myself stumbled upon this and didn't knew further until after asking here or someone. In TexTools I wrote a function that opens and closes the UV editor and makes the correct preparations in order to edit the specific channel - because…
Im going to agree with Drav and Mad. I actually closed your site, read their posts and realized that I missed seeing more pictures(the textures and wire frames) The, maybe if youre going to use the "next picture" function find a way to make it more noticeable, or just use Mad's suggestion and make each pic a separate link.…
I'm a tech artist who started in Maya and moved to Max. Out of the box modeling tools may be slightly better in Max, but when you are manipulating models with scripting , Max is revealed to be a kludgey mash up of legacy functionality. Maya is so much cleaner under the hood. Plus any significantly useful modeling tool can…