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…
No lupus. The xNormal installer automatically downloads and installs all that it's needed. However, if it can't download the prerequisites ( due to a restrictive internet firewall for example ), you need to download manually this: .NET 2.0 (for x86) http://www.microsoft.com/downloads/detai...;displaylang=en .NET 2.0 (for…
It actually depends on what your target is. This concept art is from a videogame, and given the size of the object it would never require that many texture sets, even if it was a hero prop game asset. If it was for a vfx it might be acceptable for very high detailed closeups. As a game prop I would imagine the lead to ask…
The concept doesn't seem to have any direct light, but then I'm not sure if UE4 could reproduce enough resolution in its indirect lighting to re-create the concept too well. Nice work so far though! Also I'd disagree on the "too uniform". Except for the ceiling the concept seems pretty clean. Not every scene needs a ton of…
looks ok, the fire textures are readable (to me anyway) as separate bits, and they move in random directions and quite slowly and steadily. For me there is a lack of a 'pop' and the fire perhaps decays too slowly. Quite a lot comes down to personal taste, but that is my 5p worth. :D What sort of controls do you have? Maybe…
What is the in-game time frame? Are we in modern day Britain at the cusp of a z-uprising. Are we months in and surrounded by social, economic and...human decay? Are you wanting super real or amusing Shaun of the Dead zombie caricatures? I work in Zbrush and max. Send me a little more info and I will whip up a wip...Eh? Eh?
Sorry I should have been more clear. I've made a texture (black and white pattern that I'd like to use as a mask) Where do I save that texture on my hard drive so it shows up in the 'masking patterns' list where all the others are, like Animal, Camouflage, Decay etc. Hope that makes sense.
Thats looking better already, the light looks too flat in the room still the light on the floor should look like its bouncing up and lighting the room, like this https://cdn.conceptartempire.com/images/07/965/00-featured-jordan-grimmer-interview.jpg you might need to place in a light and get the decay just right to fake it…
For a gloss map in softimage you should plug your map into the alpha channel under reflections. If your using a phong shader, then I would recommend changing the specular decay to a higher value to get sharper (gloss-like) specular highlights. Be sure to keep reflection color fairly low, as you want glossy reflections, not…
If you are going to do a big scene you have to have some way over layering details on. First you need to know if your engine supports Decals or Multiple UVs. If it doesn't support either you could try creating an extra set of polygons above the ground to add in those details but you could get flickering issues if you do…