UPDATE! I've been researching so much and experimenting left and right. I'm currently working on the final engine product. It will work as an UberShader Forward Renderer with a GBuffer capable of most deferred rendering. I'm writting the Culling engine while I type this, the Culling Engine is a more efficient model of the…
Thank you for the comments guys :) @Rurouni Strife. I can definitely take another look at that texture. Just to make sure,which one do you mean? Is it this one? @Bladers, I've been struggling with the car idea as well since I started the project. On one hand it would add quite a bit of time to everything, on the other it…
Thanks everybody for the crits, you truly showed me how much I suck and I need more practice :) I am fortunate and thankful to have your support /cheer. Baddcog: Thank you for your honesty, it takes guts. As for the tutorial- I only use one brush, basic round one with offcourse different oppacities. I know that I need to…
cheers man! So when it comes to doing my diffuse i will use some of the noise generators from the noise tab. Sometimes it is worth applying a Histogram Scan to them so you can get rid of the "wishy washy" nature of some of them. I also use a lot of masks from my Normal map. so where i have cracks, i will feed that into the…
I haz made updates! Thanks for the replys - Ive been tweaking stuff and experimenting a lot, and finally have enough for a progress post. @ Jet_pilot - Thanks man.. Since this is all new territory for me I feel a bit lost at times, but its encouraging to hear Im going in the right direction! Anyways... I got a lot of the…
Thanks for the tip Cholden! I gave decals a try for the first time today! I like it! Is there a way to use spec on decals? It doesn't seem to work on my decal material. I will work on getting a nice volumetric godray in there to avoid using lightshafts for the sunlight. I feel I don't have much control over the bloom. I…
thanks of all the feedback everyone. :D @next. yeah i had some initial issues with that in the beginning. when i was doing the high poly i tried for that shape but generally, it gave me way too many issues from the other parts of the concept. @Boyso: that can easily be adjusted. :D @EQ: i understand. in the past i usually…
Hey, it's been a while since my last update, like I said, trying to update only with actual progress and I've been lagging a bit over the last few days :) So I'm getting to the end of the line drawing stuff now. Roughed out some really quick wear & tear on the the front view just to give you guys a better indication of…
Nice! Seems you already had a good shot at it, if you could post up an image of the masks i could help debug. The names of the masks are all kinda silly, but it's just because of the method i use to search the file names, I'll probably make a more sensible alternative file naming convention next update, and probably remove…
Welp, there's no way I can have anything presentable ready in the next half-hour. Well done to those who manage to get their entries in on time and for those who don't, it's great to hear that a lot of you will continue on with your projects anyway. I'll be one of those finishing my character up later and will continue to…