well im only playing the sp anyway
and it wasn't expensive.
Posts by PhilipK
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It's wider now

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Congrats, saw they were announced finally on PC. Nicely done Briscoe and Adam

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Awesome! I also liked the more warm light as the primary lighting before, but this kind of blue (or even a bit more saturated) would still surely look good as a secondary color for the light in general. I think it's good you may move a bit more towards the warmer in general.
The meshes are really good and work well together. I love what you did with those "holes" in the ground in the big room filled with plants. Maybe you could lit those up with some really strong blueish lighting while having the rest of the room rely more on the warmer sunlight (even tho it'd make sense to also use actual sun lighting for the plants directly as well
)Nice job as always mino! keep it up
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Sweet! 3rd shot is killer!
I agree with Daano tho, I think you can work a lot with some overlays/decals with puddles, but also play around with env-cubemapped grounds, roof plates etc. With ground plates like that you can alter "height" a bit and make some plates almost totally flat in the normal + add white spec to simulate those being pushed down a bit, hence totally/partly under water. Usually larger pave stones can be a bit concave, thus forming a puddle towards the middle.
Anyway nice job so far, looking forward to more!
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Thanks guys! good point HP, I'll add that now

Oh yeah I checked out that guys tutorial just the other day, that is a very interesting technique, I thought I linked to that in my tutorial, but apparently not. I will probably update it with a link to that as an alternative way of creating the texture

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Thanks!

I just wanted to let you know I added a chapter on creating tilable materials in Zbrush. I go into some other techniques as well. If you're interested in that I added that section to the "Cliff" tutorial:
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Great Mino! I think you have a great level of detail at the moment, I think it'd be nice with some subtle differences in height on the floor perhaps. Maybe around the flowerbeds they could be one step up or something? I'm not sure if it would only make things more busy or if it'd actually bring anything to the scene tho, but would be interesting to see

Anyways, great job on this! I really like it so far. Colors, style and lighting is excellent!
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Quote from Minotauro
Great suggestions dudes, thanks for the paintovers. I love to see ther people's approach on the same problems I have.As for the lighting I'll stick to pale light tones only and let the sun light do the majority of the work. The colored lights don't really work at all at the moment. I'll let colored light to small accent lights only, like small computer screens and signs.
Looks awesome mino as I said before and I think this is a very wise choice

You can also play with very subtle rays from that light easily. I'm not talking about making it look super dusty or anything, but I love those kind of subtle effects where you can't really tell that there actually is anything there.. But once you remove it you notice something is definitely missing

Keep the good work up, looking forward to see the progress on this =)
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I'll post this here too

Just wanted to say I added a Photoshop Actions file to the bottom of the material tutorial index page: http://www.philipk.net/tutorials/materi ... rials.html
Or if you like you can get it here:
http://philipk.net/tutorials/materials/ ... ctions.atn
The action package file contains these actions:
- Normal map overlay fix with the blue channel preserved
- Normal map overlay fix with the blue channel killed
- Flatten to new layer
- Normalize
- Sharpen
There are two different normal map overlay actions, the one where the blue channel of the normal map is preserved gives you the most correct result mathematically, however it is a bit harder to work with since it requires two layers with different blending modes. I only use this for normal map overlay layers that have a lot of depth in them, and I usually even just mask out such details and use the "Normal" blending mode instead.
The other one kills the blue channel (50% gray bucket fill), this is no problem to use on subtle normal map overlay layers as they hardly contain any visible blue channel information anyway, and these are the details you usually want to overlay anyhow.
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Damn, that is a great wood crate Pogo
You were mentioned for it on the Polycount news page too in case you didn't see. Grats 
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Thx, glad they are useful

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Quote from Pomperi
You could also try this:http://www.3dmotive.com/product-skydome
Came across this the other day, haven't tried it myself yet but it seems like a pretty nice and easy way of doing a skydome

Ah shit, that's great!
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Cool Froyok, tho it seems like a pretty strong light there and a very limited radius is affected. I'd expect such strong light to falloff a lot longer, and I think you'd get some great light hits on the surrounding trees if it was falling off over a larger radius.
Also, neat stuff Hipshot =)
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hah, thanks! appreciated

I got some feedback on them of people asking about how I go about tiling stuff like the rock wall in Zbrush etc. I kinda regret that I didn't make all the examples tilable. So I may add an extra step or so later on if you want to tile your stuff already in Zbrush.
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Hehe, thanks man
! I hope people may find at least some useful information in them -
Hello, I decided to get this out now. I may add a couple of more ones later on.
There are at the moment 8 different tutorials on materials and how I define them and some tricks I do on various surface types.
Some of them involves sculpting in Zbrush and some are only Max or even Photoshop only.
So here goes:
[Blocked Image: http://www.philipk.net/tutorials/tutorials_materials.jpg]
http://www.philipk.net/tutorials/materi ... rials.html
And here are some quick links to the different tutorials:
[Blocked Image: http://www.philipk.net/tutorials/materials/mt_woodrough.jpg]
http://www.philipk.net/tutorials/materi ... rough.html
[Blocked Image: http://www.philipk.net/tutorials/materials/mt_metalmatte.jpg]
http://www.philipk.net/tutorials/materi ... matte.html
[Blocked Image: http://www.philipk.net/tutorials/materials/mt_stonerock.jpg]
http://www.philipk.net/tutorials/materi ... erock.html
[Blocked Image: http://www.philipk.net/tutorials/materials/mt_stonerough.jpg]
http://www.philipk.net/tutorials/materi ... rough.html
[Blocked Image: http://www.philipk.net/tutorials/mate…tonecracked.jpg]
http://www.philipk.net/tutorials/materi ... acked.html
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http://www.philipk.net/tutorials/materi ... arble.html
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http://www.philipk.net/tutorials/materi ... crete.html
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http://www.philipk.net/tutorials/materi ... esold.html
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http://www.philipk.net/tutorials/materi ... ricks.html
Hope you can find some of them useful!
And if you missed it before there are two more tutorials I made earlier on modular meshes:
[Blocked Image: http://www.philipk.net/tutorials/tutorials_sets.jpg]
http://www.philipk.net/tutorials/modula ... _sets.html
[Blocked Image: http://www.philipk.net/tutorials/tutorials_rocks.jpg]
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Oh.. And also if you're ever going to see the ground part of the skysphere of course you need to extend your half sphere. Stuff at the bottom can usually just be stretched out from the last few pixels in the texture if it's ok to have pretty much a solid color there.
