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Lovely work ! You mentioned "When lighting the scene, I used Light Functions to create the illusion of light passing through clouds, thus lighting the environment unevenly" do you think you could show what is the setup to get such a precise result ?(meaning highlight the area you want?)
Amazing art. I'm curious how the rocks manage to be such a natural part of the terrain! It really looks like they have been there for ages.
Vinícius Cortez has shared some details on his awesome Carpet Generator. The tool lets users generate a near-infinite amount of carpet variations with custom patterns. The results can be used used in any game engine that supports Substance files.
I started with a simple Shape, and 2 warps to distort it, the idea is to take this to a Tile Sampler to spread this Shape, but before we have to add details on it.
After that I’ll add the details:
This Blend here is just to cause a slight variation in height
Here I add the lines
Now smaller and embarrassed lines
Then just go to some Tile Samplers and use the Blends with Mode in Max (Lighten)
After this goes through a new layer of detailing of your choice, remember to always use the Normal map to see how it is getting
Now is where magic happens
Here is where the imported image is processed to achieve the effect of lines, I just used simple Warps and parameters for color correction!
With this, any image that is in the Input will be distorted according to the Carpet
Here you need to connect your height map and its ready to use.
The graph is available to download so you can see the full process.