I am just adding here something that F A I T H shared on twitter:
"if you use dot product with exposed vector 3 parameter, you can then specify which axis to use in material instance per case:
I also updated my blog post with most of the inform…
oh, that does works! I was trying with a triplanar camera vector, but it obviously was moving with the camera
I was assuming that everything created on the PP material would be attached to the camera somehow, that is why I wanted to get the informat…
that is awesome @Obscura , thanks!
Now the challenge will be get the noise looking the way I want without adding crazy number of instructions. I hope one day they add a custom channel where you can use your own textures.
well, if the polygons he is pushing can snap to the draw, its just a matter of time till someone add some type of zremesher for those software, what for a concept artist and more than good enough already.
yeah, Mark's solution does seems to be giving me some type of fresnel, maybe I am missing something?
and thank for sharing that information @Bruno Afonseca I did not know you could use a 3vector like that (makes a lot of sense now that I think about…
A little bit of what I have working on for the past couple of months together with the team from Archetype Studios for the game Midair.
More images here: https://www.playmidair.com/news/dev-log-13-build-0-27-0-patch-notes-design-deep-dive/
have you tried Facebook groups? It is a wonderful place to receive meaningless complements, but there is always some good souls that will end up giving you some constructive feedback.
But I second those guys, just post it here, nothing wrong with b…
I know you submitted already, but I find it a bit too flat on the front, you could have the mouth detail and the one between the brows actually being extrude out, or that is just a skin over a existing asset?
Nice, I like the depth you background adds to the image, I just feel you could try to do something in order to call more attention to the monolith, maybe remove any other large rocks so he can look a little more unique in the environment.
@Xelar thanks for the feedback man!
@jth852 thank you
@mats effect nothing really meaningful, that building was just looking too boring for being dark green/brown, so some bright colors and a simple design (arrows) help making a it more interesting…
thanks @aweji , and sorry, but you will soon realized I am not that good :P
-This project took me a bit more than 3 months, where some weeks I would be able to work on it full time, and some to no touch it at all.
-Honestly, I learned how to do ga…
I think you actually just solved my problem, I am not using it with world coordinates, and since they are being applied to a bit a slope he thinks I am looking from and angle in which I am not, that is probably why I am having to add some many step…
Here is the original version of the Doomwheel I am basing my model on, by Games-Workshop:
and a gif showing my process on the modeling of the base, using MODO:
next step will be to zbrush and start baking.
long shot here, but on your config you have "TintMask(from cache)" try selecting another option, them selecting the "TintMask" again, you might have change something on the export options but he is still use the old version, that is probably with th…
I see no problem with what you have there
when building large pieces you will rarely stay on the 0-1 UV space, and that is fine, just make sure to have a second UV set for your lightmap (if you are baking it), and on the one, do stay inside the 0-1…
In my experience, when they say "$1000" they are most likely talking in USD unless specified otherwise, and as long as you are not on the same country as the client is . Now, I would not call it a "default currency", so always better to ask, so you …
if you google "substance material unity" the first thing that comes out is that:
But enough of google tutorial here. If what you want is to simply change the color of you asset you do …
oh man, thanks for reminding me about "The Neverhood"! And good job at mimicking the looks of the original, its looking great.
I know its too late for that, but take it easy on the bloom, that thing screams "UE4!"
you do can bake out height maps from a high poly on painter.
As for the substance designer, there is this great tutorial from Rogelio where he goes about creating pebble shape generator, if you follow it, and at the end you connect y…
that is as close as I could get from the image without spending too much time in to it.
I hope it is of some help
pretty much using the distance node with a really small tile generator, maybe if you play around with that idea you might get good re…
Hmm cool trick, but if it only works when the UVs are aligned between both sets it is a bit useless, as they will most likely never be that way on a realistic situation.
That is indeed a annoying issue with SP. I think with the uv transfer work flow…
@Snight @KingKellogg Thanks guys!
I am finally finished with the project (final images are on the first post). I did a interview with 80lv about the process, if you are interested, check it out here: https://80.lv/articles/capturin…
same effect, as you get closer you start to be able to see more inside the room (side walls, etc).
I will probably be doing a video of the map later, so you will be able to see it better and in good resolution.
Thanks people, I am really happy to see you guys are enjoying it
@ZombieDawgs I did not, but I google after you mentioned and damn, that does looks complex, hahaha. I am sure it looks a lot better on their game tho!