Thank you, guys! mutatedjellyfish, I did the same things when played Uncharted 4 and was very impressed :) Also saw your artworks for Rick and Morty, models look great! convolution223, I wanted to use it for the entire scene but in the end, decided to create else one master material but much lighter for objects with unique…
Upcoming new thickness bake mode for TexTools. Uses the new 2.8 ao node to bake inverted AO with inverted colors. Controls include AO distance, contrast and samples. This thickness map is useful for realtime SSS shaders. There are now about 19 bake modes in TexTools when using a nightly 2.79x build of blender. 4 Modes are…
Hey guys, thanks for the responses. :thumbup: Am I not offsetting this right? I'm still having the same issue. See attached again. I'm not seeing anything about UVW in Maya's texture editor. Unless I'm blind, it looks like it's just restricted to U and V. This is the first time I've had to offset but I could have sworn it…
Thanks DeadPixel :) --UPDATE-- I have managed to spend some more time on him and it is starting to come together, thanks to the help and feedback that I received in the google hangouts :) I still need to make a gloss map and add some overlays to the spec and normals then I will create a rig for him. I am thinking of…
You can, but you need to setup a separate custom node for Mip-Dropping. The irony is, the more useful texture for this feature (like Cubemaps and Normal Maps) cannot use the custom node without breaking. Normals break around the tangents (so you cannot use the Mip/Blur technique for SSS) and Cubemaps are only read out as…
It would help to see the material settings and textures The black spot of the neck tattoo looks a bit like a baking error. Also the whole face makes me think of a 25~30 years old man, but the eyes look really old. Maybe make his hair more white/grey ? If that is a marmoset render, I'd say tone down the SSS and add more…
those loops you have modeled out in the back? that's what normal maps are for. I'd probably use those polys to round out the fingers more, since they are squares. don't concern yourself with SSS also, as mentioned already, for next gen you might want to get it to minimum 7-8k tri's. in fact all the stuff joopson/andy said…
I set up a basic transmission material that works just fine until i build the lighting (lightmass) after i build the lighting the SSS is gone from the model. Works well in the material 3d viewer and in the object viewer. There is a slight chance that i changed an option or 2 in the world properties but i got no clue which…
Hello all, I attached some SSs to illustrate my problem. Now the first one seems really bulky and has somewhat of a rough feeling and the other has a uniform look, now my question to what should i be aiming (not only on this project but in general) a hard surface, a smooth one or a mix? PS: This is my first serious…
Hey I've been messing with foliage in unreal 4 lately, just like you.. How did you approach these grass "tufts"? Did you mess with the vertex normals at all? And did you do anything special with the shader.. pure foliage shader or any stuff like FuzzyShading in there? I'm not a 100% happy still with the results I'm getting…