You mean a shortcut to the animation topic about how to post your work? It's a sticky in that section. I can add it to the Information About Polycount & New Member Introductions but I think it'll just be ignored like everything else lol.
reverendK: Thanks, yeah i think it might be a mix of lightening and the spec and gloss did not get it quite the way i wanted, will look over it and try to make it look better. And about the light the tubes, it was supposed to be outlined with a color first but it was decided to be removed but it was really important that…
I made a couple SBSAR procedural filters for normalizing textures, since I couldn't find reliable tools for this. Maybe they can help you! Normal maps should always be normalized before final delivery, to make sure the vectors are mathematically correct for optimal shading. It's easy to edit textures in tools like…
speaking of guys who did not place as high as they should, why the hell did team DBD (Balatituscurse) not even place top 15?! Did I miss something, was their entry disqualified for some reason I'm not aware of? picture very related:
i think photoshop should have an option when you create a new document to have a background layer. As long as you have a background layer, you can add an extra alpha channel in the channels tab. then you can have the background colour you want.
Interesting pathogen FPS mechanic which sounds intriguing and off the top of my head don't believe I've played anything similar so I'll grab it on Steam will get into it after work tonight. As for the art congrats to both yourself and team looks heaps nice also btw I might be a bit cheeky asking but did you happen to slip…
I would add a title to all of the banners, as you did with the towers and old stuff. Textures and polygon counts would be nice for the towers. Thank you for having a web-friendly resume! You might want to add links from the game images to the web site for the games. On a very minor note, add spaces between the hyphens and…
That looks nice indeed and I did something like that in Blender Geometry nodes too by roughly same stack but isn't it instantly obvious the thing is not real and have a typical "procedural" taste just because a half of child streams are crossing each other and not do typical flow in before a bend and out after , a core…
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Talon: How did you figure out that the problem was the way the engine processed the images? A bit more information on that would be awsome. Thank you for your reply Talon