well ill set the budget to $300 although honestly im not sure if i want to spend that much on a tablet yet. $165 for a tablet sounds like a good deal to me. also how is…
A portfolio is best served when only your strongest work is displayed. I would concentrate it most on your creatures, maybe put them in more interesting poses. The bridge could probably be removed altogether I think because of the inefficient UV usage. It looks like texturing/painting would be your best asset and if you…
oh sorry there is one mistake, you have to invert the surface normal as written in the text i interpreted 3 as the multiply of the SSS Color, to colorize the SSS effekt and then just add that result to the "SSS part 2" if you have that plug it into custom lighting, not diffuse and turn the shader to use custom lighting…
Hey Sam, Some suggestions! 1. Check some proportions here and there. A few things seem to be a bit off compared to the concept and reduce the chunkiness of the door. 2. Small window! 3. This bevel is VERY important because of the lighting. I would rework this piece a bit to match the concept so when the lighting phase…
Disregarding actual content creation, here is a breakdown of the technical aspects. What you're doing is trading quality for memory savings. So, in order of best quality to most efficient(yes the various methods are inversely proportional). 1. Full color spec with gloss in alpha channel, 32 bit image, compressed is twice…
Hi, I bought Shader Forge a while ago, and it ROCKS. I was wondering if it was possible not only to get the three vertices in the triangle, because apparently that is possible in a standard shader (correct me if I'm wrong). The following standard shader code seems to be able to do that: Shader "Custom/Wireframe" {…
I just finished the low poly of the wrench and unwrapped it, but I'm struggling a bit with UV layout having to deal with some long and thin islands I don't want to split. I was thinking about using a non-square texture like 1024x512. So I got some questions: 1- Assuming the texture is 2:1 x:y ratio, I guess I have to pack…
I am looking for someone to make some simple low poly 3d chibi style models to replace the 2d art currently in my fantasy SRPG. I don't care what format the models are created in as long as the source files are provided, as well as exported to .x for use in game. 2 chibi models ( 1 male and 1 female) uv unwrapped,…
I got one for that too - used to be the main way I did HP work macroScript QuickSubdivisionStack category:"Bolton Tools" toolTip:"Quick Subdivision Stack" ( if (selection.count == 1) then ( macros.run "Modifiers" "Smooth" $.modifiers[#Smooth].autosmooth = on macros.run "Modifiers" "ChamferMod"…
The more I play around with it, the more I think it's the material I currently have set up that's causing it. I have 3 layered textures set up to a blinn (1 for color, 1 for spec, and 1 for normal). Each one of those layered textures has 2 texture files each that I linked together in 2 UV sets. Please let me know if this…