Completely true. It's funny, artists are so used to saying use reference for anatomy, mechanicals or environments but people forget that step when making materials, it's extremely important to be able to breakdown what you're seeing and try to replicate that instead of working off how you 'think' a material looks or reacts…
Some tips: The emissive map is colored but for no reason. You have the exact same colored lights in your albedo too, so the emissive can be gray scale. Or you could even select those pixels with an IF because their color are really different (a lot brighter) from the rest of the car so they are easy to find. It would be…
Does it have to be cubemaps ? If youre only using it in maya then they can be spherical aswell no ? I generate custom HDRIs in Cinema 4D, by using a sphere, putting a 100% reflective material on it, and then bake the reflection as a simple bitmap in HDR format Edit: Ah youre using ogre aswell, hmm it seems that there is no…
Incorrect. The blue channel has nothing to do with magnitute...Your thinking of how a bump map works. The three channels of a normal map store the ANGLE of normal vectors...Red is X, Green is Y, and Blue is Z. So in any one pixel, there is a value for each channel, giving angle for each axis to direct light which way to…
Hi Polycounters! We're excited to announce that our first ever contest on Cartrdge will be kicking off this Wednesday, June 29th! Themed 'Art and Animation', each submission will be an entry that displays your skills in - you guessed it - art and animation! We chose this theme because of the important role that both of…
[ QUOTE ] the checkerboard is very useful to show on the model in the viewport to see how stretchy it is, etc. I don't know how to make it default to the texture, especially because you can have one object with multiple textures. . . [/ QUOTE ] Now if the checkerboard had some indication for direction it would be useful.…
3D: Ok, first you need to find another compression method. The text is almost unreadable and the pixel noise doesn't do your work justice. I think the spins are way too fast, and I'm not sure that zooms are necessary at all. I wouldn't zoom the textures, instead just leave them at full size for a few seconds. Not sure if…
Some good comments and solid advice. I think you need to work on your lighting. you have a lot of direct light and not a lot of ambient/ fill/bounce lighting going on. The shadows under the shack shouldn't be pitch black. Also the texture on the terrain has shadows in the diffuse map. This can fight with the lighting you…
First of all, you guys are just amazing to help me out like this. I've never been so glad to find a site as I am for having found polycount. Ok, so I'm pretty sure I got it. Marine's suggestion worked perfectly, and for some reason I wasn't figuring out the usefulness of "sewing" on my own. In this case, "sew and move" was…
you said you have 4 shaders with 4 512'x a piece? so this whole object could be made up of 1024x1024 pixels worth of texture space even if it is broken up into smaller maps. A high poly would be good for multiple reasons, you would get nice bevels on most of the edges that would catch light niceley, it will give you a…