Working on some shaders in Unity these days. Here's one. Same shader, just different bitmaps & vertex colors. Result, and the things that go into it. Red vertex color is for the foam, green for the water surface, blue for the muddy edges (black vc shows the rocks). Vertex alpha for alpha blending. Distortion texture is…
@sjuskadur: Thanks! I might just try that lighting- I originally planned for something like mid-day lighting, but a moonlit scene might be interesting, too. I totally agree with the ground texture- the tiling is way too obvious, and none too pleasant. I also like the idea of floating islands... Instead of actually floating…
it comes down to time saving imo. Why model the same tables, chairs etc, loosing production time that could be better used for other assets\optimization, when theres a pack that fits the art direction and is well made ? Why model the same rocks\cliffs you see everywhere from scratch ? If you have time\budget then go for it…
I had robocop and terminator 2 toys when I was little, ruddy loved them :) never played with meat though, your hands get all slimey and nobody wants to play with you, you get a weird smell aswell and the liquid that comes out stains everything. Do butchers play with meat when they were little? Seriously though, it is a bit…
looks like you've got a good grasp on it so far man. I'm workin on the same thing. Try pushing your highlights and shadows more (something I have to repeat to myself constantly), and try playing with single and dual light sources. It may sound tough, but I actually find it easier to have a couple lights to manage, then I…
IC.Shape 2.0 beta 12 released - 2010.08.13 Fixes* Select Span Action for shortcut association didn't work any more because of a block of testing code slipped into the released version. What was new in beta 11 - 2010.08.07 Fixes* Edit Poly Modifier didn't support most of the tools any more because of a mishandled case in…
I helped out Epic Games Korea with working on a mobile tech demo to show off UE4 running on high end mobile phones for GDC. I was responsible for the first section of the demo which was a cave. Meshing and lighting/post was done by myself and Rick Kohler. The FX were done by Tim Elek. The blocks,chains, and grass were done…
Hey guys, been awhile. I've mainly just been dicking around with random sculpting and stuff. Got my new computer awhile ago, and oh glory, UDK with no lag :D So I just had to make some stuff. Here's a rock. Polycount is around 4000, textures are all 2k (is that acceptable? Supposing the rocks will take up 35-50 of screen…