Doesnt matter what your monitor was. Its what its setup to display at inside the game. Did you have these problems before you had the lcd? Are you sitting closeror farther from the screen? Are you using a larger screen or higher resolution?
New environment I'm working on. Going for Mirrors Edge type art style. Worried at the moment that its gonna come across a bit too plain, empty and boring but not sure what to do. Looking for as much critique as possible and I should hopefully have regular updates. First screen is what I have so far in unreal and 2nd screen…
Hey Guys !! I have finish my Dragon head sculpt and this is my final screen, render with keyshot ! I hope you like it and don't hesitate if you have any suggestions Here other screen and better quality ! https://www.artstation.com/artwork/kab2y https://www.artstation.com/artwork/AyxQV
dude this looks great but you gotta make it 16:9 ratio? Like the illustration they use for their characters. So I'd spend some time through some mountain terrain in the BG and some sand blowing screen left to screen right. Elements like that will give the imagine more story and mood.
There was only one problematic thing for me in old TexRipper. When I was working with high res photos, image popping up after selection was covering all my screen, and could not be moved more than half of the screen. Resizing it was changing output texture too. Is there any solution for that in old TexRipper?
What an amazing looking game! Yeah, that's the way forward for the causal gamer, maybe windows 10 for the bigger screen/surface pro/laptop with the flip screen? Can a visitor watch so they can place it on the TV/projector for the rest of the party to watch? [ame] https://www.youtube.com/watch?v=9F_HWzB1CyQ[/ame]
What you're quoting there seems to be the description of screen blend mode which would be : color = 1.0 - ((1.0- baseColor) * (1.0 - blendColor)) example say you screen blend red and green. Inverting them gives cyan and magenta. multiplying cyan and magenta gives blue and inverting blue gives yellow.
CrazyButcher nice find on the whitepaper stuff. Totally interested in their lighting and alpha blending. Brice Vandemoortele the easiest way to tell something's not in screen space is move the camera around and if the effect's not changing each frame it's not screen space. That and when you move the character in front of…
Yeah, got my old mouse working again and did some more work on the pilot console: Have to add some holo projection devices for the main screen and the two side screen. Will also add some panel lines on the side parts with normal painting.
Try and figure out how weapons are put on the screen. Find how the weapon mesh is specified, (the name of the variable in the weapon object) and then find the references to that variable. Then one of them is most likely going to be making some kind of actor out of it with a stuck-to-screen property somewhere.