Holla Pdog

get dolla
work to do list for today:
citrus fruit shader and models

what is my life

work to do list for today:

citrus fruit shader and models

what is my life

romainsalvini:

Space Shuttle
3DSMax & Photoshop

this is really awesome man! i love the particles

romainsalvini:

Space Shuttle

3DSMax & Photoshop

this is really awesome man! i love the particles

This time, Geodude!
nu4 guessed it! I’ll be messaging you on who you want me to make!
Want to see your favorite pokemon made like this? Send me a message on what you’d want to see next!

This time, Geodude!

nu4 guessed it! I’ll be messaging you on who you want me to make!

Want to see your favorite pokemon made like this? Send me a message on what you’d want to see next!

romainsalvini:

Relicanth - 3D / Pixel ArtThanks to http://doggysdoings.tumblr.com - Holla Pdog, for his amazing tutorial, I’ve been looking for that kind of stuff for so long.I couldn’t figure out how to fix those blinking dark pixels though.

I’m flattered! Check your inbox!

romainsalvini:

Relicanth - 3D / Pixel Art

Thanks to http://doggysdoings.tumblr.com - Holla Pdog, for his amazing tutorial, I’ve been looking for that kind of stuff for so long.

I couldn’t figure out how to fix those blinking dark pixels though.

I’m flattered! Check your inbox!

Woah! I’m really humbled and grateful for all the attention my gastly blog has been getting lately! Thanks so much guys. I started Poke-Bit with the intention of working up to pumping out one a week, and I had a lot of plans that never got put into action.
Today I’m committing to bringing it back, AND steppin’ up my game.
I can’t promise one a week at the moment, but I’ll definitely shoot for releasing a new model every week and a half as I get back into it. I’ve improved a lot ever since I started, went through two grueling years of art school, dropped out and got a full time job making Augmented Reality applications. A lot’s happened in between.
Expect a new Pokemon very soon!
I’m going to be using Poke-Bit to push myself to improve. Although I had to drop it for over a year due to my personal issues and obligations, I have continuously spent a lot of time looking through the stats and figuring out trends. From that I gained a really strong sense of what all of you liked the most and what could push Poke-Bit to the next level.
Once I get my desktop computer working again (I think I had a RAM failure, still diagnosing), I’ll have access to the plans I wrote two years ago on where I intended to go. There’s also a lot of ideas floating around in my head. Stay tuned!
Currently I’m working on a new one, and I think you guys will love it when I’m done. I’ll also be considering the other generations (but fuck me I will never make the ones as dumb as Trubbish)!
Now I’ll ramble no further, and leave you with a teaser of what’s to come. The first person to guess which Pokemon it is gets to decide the first suggested Pokemon I make! If I hate their design I may ask you to pick another, or you can instead suggest two!
Who’s That Pokemon?

Woah! I’m really humbled and grateful for all the attention my gastly blog has been getting lately! Thanks so much guys. I started Poke-Bit with the intention of working up to pumping out one a week, and I had a lot of plans that never got put into action.

Today I’m committing to bringing it back, AND steppin’ up my game.

I can’t promise one a week at the moment, but I’ll definitely shoot for releasing a new model every week and a half as I get back into it. I’ve improved a lot ever since I started, went through two grueling years of art school, dropped out and got a full time job making Augmented Reality applications. A lot’s happened in between.

Expect a new Pokemon very soon!

I’m going to be using Poke-Bit to push myself to improve. Although I had to drop it for over a year due to my personal issues and obligations, I have continuously spent a lot of time looking through the stats and figuring out trends. From that I gained a really strong sense of what all of you liked the most and what could push Poke-Bit to the next level.

Once I get my desktop computer working again (I think I had a RAM failure, still diagnosing), I’ll have access to the plans I wrote two years ago on where I intended to go. There’s also a lot of ideas floating around in my head. Stay tuned!

Currently I’m working on a new one, and I think you guys will love it when I’m done. I’ll also be considering the other generations (but fuck me I will never make the ones as dumb as Trubbish)!

Now I’ll ramble no further, and leave you with a teaser of what’s to come. The first person to guess which Pokemon it is gets to decide the first suggested Pokemon I make! If I hate their design I may ask you to pick another, or you can instead suggest two!

Who’s That Pokemon?

Who's that Pokemon??

scarfydog:

reblog if you cry every time

this relates to last night so much

(via daisura)

http://daimensional.tumblr.com/post/87203518843/daimensional-ue4-texture-coding-is-a-bugger

daisura:

doggysdoings:

daimensional:

daimensional:

UE4 texture coding is a bugger, but I got a little multi layer thing to work finally

image

and by ‘little’ I mean

image

I realized a dumb little thing and combined the three separate graphics I made for the composition into a single graphic, split into the red/green/blue…

up the roughness to 1 instead of editing the specular like that. that’s not how a matte screen’s specular would work (it’s matte because it’s rough, not because it doesnt reflect light). also just do add instead of using a blend mode, it’s cheaper. if you dont want specular reflections at all and it’s glowing anyways then you should just set the lighting model to unlit, making it massively cheaper.

thanks dog, I’m mostly just fumbling forward through all this junk, and like I mentioned in the thread I’m not exactly careful when it comes to optimization (that whole ‘500,000 polygon frisbee golf goal’ thing).

For sake of condensing the thing into one big learning experience I’m not worried at all about the costliness of the only thing in an empty scene, but it’s good to keep in mind how much it’ll build up. I’m already really wary of metal materials as it is due to how badly they bog things down right off the bat

if you’ve got tutorials and resources for a lot of the more niche mat editor bits it’d be much appreciated, a lot of the documentation I’ve found thus far seems outdated or throws technobabble about with no clear direction

Unfortunately there’s not that great of stuff outside the official documentation and support (just because its so new), but feel free to message me anytime with questions you have!

As for metallic surfaces, the important thing is that it really does work like real life. Something is either metal or not metal. How this works in the engine is that it uses the Specular input if it’s non-metal (where the defualt is 0.5, which is actually an ior of 1.5) and metals just use the Base Color input as specular and remove all diffuse. They have a nice list of measured values for metals on this page:

https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html

Spend some time reviewing that and using the roughness to get nice looking metal surfaces, it’s pretty simple once you get used to the workflow! And make sure any greyscale textures or rgb masks you use are set to “Mask” in the texture settings so no sRGB correction is applied, otherwise you’ll get really weird results.

http://daimensional.tumblr.com/post/87203518843/daimensional-ue4-texture-coding-is-a-bugger

daimensional:

daimensional:

UE4 texture coding is a bugger, but I got a little multi layer thing to work finally

image

and by ‘little’ I mean

image

I realized a dumb little thing and combined the three separate graphics I made for the composition into a single graphic, split into the red/green/blue…

up the roughness to 1 instead of editing the specular like that. that’s not how a matte screen’s specular would work (it’s matte because it’s rough, not because it doesnt reflect light). also just do add instead of using a blend mode, it’s cheaper. if you dont want specular reflections at all and it’s glowing anyways then you should just set the lighting model to unlit, making it massively cheaper.