Hi I've been really impressed by ambiant occlusion tecniques to generate a dirtmap but I've been wondering if it was possible to get a 'wornmask' in a similar way. By wornmask I mean a map showing were the object is likely to be exposed, hence wheathered. pits&peaks is a nice max utility that generates vertexcolors based…
Not sure what this sarcasm is about or whats going on in this thread They literally have realtime working hair with physics based on a prompt directly in unreal engine. Hair is one of the most complicated things in 3d rendering. This needs an artist and hairstylist to make some fixes to improve the output but the…
I'm sorry for the rough explanation :) I really need to work on my problem describing skills. I thought I posted, that it was meant for realtime use. Looking back at the explanations and understanding the entire problem a tiny bit better, I'm sorry for not providing the much needed information. Basically it will be used in…
I don't know if its really the same effect. TV manufactures seemed to think light leaking out the back of your TV was a cool feature, but this is actually projecting things on the walls and surface not just colors. the snow effect in the cartoon-ish racing game, simple yet pretty cool, the same could be done with rain or…
It might be worth looking into the differences between legacy and pbr shader math. By legacy I, of course, mean lambert/blinn models. I make shaders quite often, for effects and simple things. The approach I use for building up any material is from a simple set of nodes - the core shading, then expand from there. At that…
Hi, I am fairly new to realtime/game asset creation, although I have lots of experience as a 3D generalist for past 9 years (offline rendering). I am trying to find a streamlined workflow that would allow me to effectively produce high quality assets for UE4 as fast as possible, meaning more procedural and less manual…
The THIRD FLOOR, Inc. is looking
for a Previs Asset Builder for the Los Angeles office. THE THIRD FLOOR, Inc. is the world's pre-eminent,
Emmy Award visualization company with offices in Los Angeles and London as well
as on location with productions around the world. For the past 12 years, the
studio has helped clients…
Modeling looks good, the texture looks like AO is missing, its a good base material but is missing the ""texturing"" part Try add some grime to the crevices, also there is no edge definition and no macro large scale definition on the key curved surfaces Think about the highlight surfaces and how to define their shading,…
Noted, thanks for the great help~ Today is the 3rd day I'm using Maya~ Yes, I encountered some new questions~ Hope you guys can help again, thanks~ The questions are as below~ 01 - Realtime Mirroring In Max, we can mirror an object and edit its poly in realtime. How can we do that in Maya as well? 02 - UV Selection Type In…