Available on Fab Showcase Video Contents: 1. Introduction 2. Initial Setup 3. Settings 4. Screenshot Maker 5. More 6. Changelog 1. Introduction Concept Art Shader 2 is a rework of the Concept Art Shader Pack, I created a few years ago. This new version not only improves the look, but also the usability greatly. It is…
http://www.gametrailers.com/viewnews.php?id=4283 Whether this comes to fruition or not... Personally, that news has made my heart sink. Why make a film of a game that felt like a bloody good film in the first place? I loved the film collateral, but gah... What's with this obsession.
loving it, only complaint is how few staff you get. i made by own movie, it took nearly four years to make, the production people were constantly wandering off from stress, but i finally got it made and it got panned
As said above, good texturing with PBR materials, good lighting and 2dfx (like the smoke) and well optimised models. Here's a good quick example of high poly to low poly baked material use Source: https://www.reddit.com/r/blender/comments/1sgac0v/this_is_your_sign_to_learn_how_to_bake_normal_maps/ Or better yet here's a…
Looking for: game animator Project: you'll be working to bring the world of rotting circuits to life. A apocalyptic environment. Build, craft, gather survivers and survive ever changing environmental challenges, enemy factions that fight dynamicly for control over the open world space. Length of project: worked on for 9…
It looks to me like the foot was moved with "Affect pivot only" turned on in the Hierarchy tab. You could turn it back on and move the foot back, which actually repositions the toes, the leg and the IK pivots. They probably moved the toes back into position with either the same trick or in figure mode, so be ready to…
Hey guys, I've been working on this a bit over the last few weeks. It was for my senior capstone project but since the summer semester is ridiculously shorter than an actual semester I had to try and get out something relatively basic. There are quite a few things I know I want to work on that I came across when I was…
Here it is. It uses a Specular and Gloss channel, and supports transparency, emissive and AO channels additionally. The light position is not tied to the environment and has to be moved around manually through the shaders parameters for now. https://dl.dropboxusercontent.com/u/9804576/BlinnPhong.glsl