Creating a Snowy Forest in UE4- Breakdown.

Really interesting break down by Leah Augustine on how she created this landscape in UE4. A lot of interesting solutions in here.

“When creating the snow textures in Substance Designer, I also created a detail normal of simple noise that I used in conjunction with the base normal. I found that when you use subsurface you tend to visually lose normal information, flattening out your material. Since I knew I wanted close up shots, I wanted to exaggerate the normals a bit more to counteract this.

I personally think that a detail normal and subsurface scattering is what helped achieve more realistic snow for this project. Subsurface, in my opinion, really brought it all together. It helps give the snow better highlights around the edges and creates the appearance of light shining through it. Subsurface can be costly, but it does make a difference .“

I tried making some snow in Octane and C4d and failed tragically. Will have to landscapes another shot at some point.

Tuts / info: Skin materials

This post on the Modo forums go into all sorts of crazy detail about getting realistic skin shaders.  It's a gold mine of ideas and information for any program, not just Modo.

"Top Layer/Skin Surface - This is pretty flat/desaturated. It's basically just the cells of your skin, most of which are dead. Although I would think this map would be colored a bit if the character/model had some darker pigmentation based on race etc. Perhaps moles/liver spots, tattoos, make up etc.

2nd Layer - This is just below the skin. Sort of a more saturated version of the surface/skin map. There is blood and active alive tissue, but for the most part, is just "more layers of skin". Perhaps moles/liver spots, tattoos etc.

3rd layer - This is where most of the color comes from. Fat, blood, muscle, connective tissues etc. This map is generally very contrasty and saturated. Really think about what elements would be contained at this level - reds and blues for veins and vessels, pinks for muscle, connective tissue - pale yellowish whites for connective tissue/tendon, darker brownish yellows etc for fat, lighter desaturated white/yellows for bone etc. 

4th Layer - Backscatter map - this map is more or less a mask, dictatiing where and how light will pass through the skin material, on thinner areas like the ears, as well as the general darker, reddish coloring.

Spec/Gloss 01 - General spec/oil.

SPec/Gloss 02 - Extra shiny/wet areas, on top of the oil layer, like lips, around eyes, maybe on nose or forehead"

Tuts: Glowing objects in Modo

Some people wanted to know how to do that Tron look so here is a link to the video from Brad Peebler at the Foundry showing you all how it's done.  It's shockingly easy.  Plus some bonus tips on action centers that are interesting.  Action centers continue to annoy me as they all have to clicked in perfect order otherwise they don't work. 

Databending using Audacity Effects

"Following Antonio’s tutorial, you can trick Audacity in to opening an image file as a sound. Not only does this give you a sound wave which you can manipulate and bend to your will, but a lot of files sound pretty funky. A bit like if you put a Decepticon in a blender with a couple of R2 droids."

Databending using Audacity Effects - Question Something.

This is a whole new level of awesome.  Can't wait to mess with it. He goes through and shows what each effect will do to a image.  This is the Wah Wah effect.

FX-Ray Skin Retouching Tut

Huh, this guy actually knows his stuff.  This is pretty much the best way to do skin and clothing.  I am rather surprised someone made such a good tutorial of it. Many props to FX-Ray.

Sculpting with Light

For 35 years, I’ve been a fine art and commercial studio photographer and for 24 of those years, I’ve used Light Painting (I like to refer to it as “Sculpting with Light”) as my method of lighting subjects. Many years ago, I discovered that light painting was not only a great tool for solving problems (which was initially the reason I started experimented with it), but it also was a way to enhance, reveal and celebrate certain aspects of subjects that weren’t visible to me under normal lighting conditions! There is a transformational quality to the light, and ordinary objects can become extraordinary when seen in this “new” light.

Making the ultimate creative content OS from bits of Windows, Mac, and Linux | Ars Technica

The recent unveiling of the Mac Pro has divided a lot of professional users who hoped Apple wouldn't fix what wasn't broken. Phil Schiller's words from the announcement—"can't innovate anymore, my ass"—made it clear that Apple used the venerable workstation as a Guinea pig to prove that it can still get its machined-aluminum groove on. Sure, the design and engineering of the Darth Pro are brilliant, but as I pointed out in my critical look, the Mac Pro needed shrinking as urgently as I need a Hermès man-purse. Whether it will pay off remains to be seen, but some people who want more flexible hardware options aren't convinced. I know one video editor who's already abandoned OS X for Windows because their work depends more on GPU power with apps like DaVinci Resolve. A big box with multiple PCI Express slots is more important to them than added desk space.

 

So this is pretty much exactly where I am at with my work flow as well.  Great write up. 

Source: http://arstechnica.com/information-technol...

Video Library — Ctrl+Paint - Digital Painting Simplified

This is the Library, where you'll find all of the free Ctrl+Paint videos.  If you're a total beginner, try watching the videos in the order they're listed!  I've ordered these videos to ease you from traditional techniques into digital ones.  If you're looking for a specific topic, or want to build your own curriculum, I invite you to watch them in any order you like!  Scroll down to see the whole list, and have fun painting!

 

Just gonna put this here.... 

Source: http://ctrlpaint.com/library/