Good night everybody, I"m coming to say that I'll be texturing an Apache that i modeled, to turn ans my Final project next week, so this week I will do fewer updates than I usually do. So if you want to follow what I'm doing with my Apache just follow me on this link:…
Thank you for your feedback, I appreciate it and see where you and Lucas are coming from. Following this advice as well as some other critiques I have been given outside of this forum, I have decided that I will rework the core assets to that there is a clearer distinction with the assets and not such a 'blocky'…
Hi D_Choi, I'm excited to follow your progress on your real-time hair. I'm currently studying hair cards as well, I'm following Adam Skutt's general workflow. What about you? Perhaps we can share our best practices (: Here is my work in progress so far, still fiddling around with "what should my collection of hair cards…
Downsizer: hardly. a good part of Lost's considerable following these days are all the people who got the itch for all teh mystery stuff, though of course there's plenty that follow the blatantly soap opera machinations. me, i'm comfortable with both, but i do get annoyed when all the SECRET STUFF gets in the way of…
I found loop node recently as a replacement for slope blur with unlimited number of sampling for things like that. it might get quite slow although. For "disorder" you can just set different seed slider for initial blobs in tile sampler node or different seed in displacing noise. You can also use random darker tints in…
I created a grid with an underlying curve and the "poles" are splines instanced on the curve points, poining up, the base curve gets duplicated n times and they are placed along the instanced splines forming "rails". It all works well, but the problem I face is that: when I split the underlying curve into two splines, the…
I'd suggest following the official guide so you understand how unreal's landscape and weightpainting works. When you have a basic landscape material setup, you can start getting fancy.
I've been trying out some megascan surfaces and plants in Maya and it connects the following to a Vray material: Albedo - Diffuse Color Roughness - Reflection Glossiness Opacity - Opacity Map (for leaves, plants etc.) Normal - Bump/Normal mapping slot (Normal map in tangent space) I've been able to set up AO and…
Hey guys, our Kickstarter is officially up and running for CO-OP the game. Please share the links and back it up if you like the game so far. Here is the link: Kickstarter http://www.kickstarter.com/projects/373642459/co-op-the-game/widget/video.html our Kickstarter is officially up and running for CO-OP the game. Please…
Hi all. I've been scouring youtube/google trying to find a good tut on the whole process on creating low poly hair for games. While i've found some decent ones, i've had trouble following through with a definitive method. The tutorials i suppose all start in a point where i'm having a hard time following, and none of it…