Bump maps aren't USUALLY used for individual models. You get more flexibility and range out of normal maps than bumps. I would reserve bump maps for high noise details like skin pores, or flecks of stuff, etc. Yes, but it's slower than using something like Substance Painter, which does a better job of applying it in terms…
Here's a different method that might work although this one is based in 3dsmax using the Snapshot tool (some helpful maya user might be able to provide a way to do it..) Create a spline from an edge loop around the eye which the eyelashes will be attached to. Create a single eyelash much like the method MM uses above. Make…
So here is my personal opinion on what you could keep / should get rid of :) You could keep (with some tips for improvement): - The shield: it's too flat -> work on the specular map, diffuse (damage, wear etc.) and normal map (get the details in there) - The wooden thing with the rope: it has a kinda strange and noisy…
We used Xrefs on Daredevil. It might have been a problem with the older versions of max (we used 4.5/5 on Daredevil), but we ran into some issues with Xrefs. There seemed to be a lot of problems with the objects updating correctly, when you edit the external source file. We constantly found ourselves having to re-xref the…
Hmmm not quite sure if the following truly belongs to PnP but I thought I'd share the results of my reference hunting. materials in Roboblitz UEd3, fast and easy Hourence material tutorial ini tweaks - useful for screenshots UDN UT3 mods page - incl. folders and naming conventions UDN ActorX for 3DSMax UT3 character models…
there is also "Mental mill - artist edition" which is node-based just like ShaderFX, and comes free with Nvidia's FX Composer 2.0. the app is standalone and can dump shader code, as well. (fx composer itself feels a bit bloated imo) the Cg Tutorial book, eventhough old, has some nice basic stuff. The Cg Manual (in here…
Added the panel gaps into UE4. They add some nice accents to the white body. Something looks off with them, and I think the lines are too thin. From certain angles, they barely appear, such as the pitch thrusters. I tried keeping the width of all the panel lines the same, but I may have to make them wider or have a large…
I have lately been trying to better understand texel density within a modular environment because of a project I am working on where I have adjacent surfaces where light bakes in unreal are slightly off. There have been some really good threads on here and I think I am getting close but still trying to get the full…
CGMA student Dawnson Chen breaks down his recent class assignment, from Stylized 3D Asset Creation for Games, taught by Kevin B. Griffith. Background Hi my name is Dawnson Chen and I am currently
taking the Stylized 3D Asset Creation for Games course, taught by Kevin B.
Griffith, on CGMA. I am going to break down one of my…
I have run into some confusion on when is a static mesh actually an instance where it is reducing its draw calls in the project. Every static mesh in the detail panel has the word (instance) after it. However, from what I have gathered, these are not the same as instanced static meshes (ISM) created with a BP actor.…