hey ji styles an artist i work with, eric chadwick, sent me a link to your shader you made. great stuff, thanks for sharing it. i did a screen caps of some of my work using your shader.
Agree With Eric on this, and also wrote it somewhere above that the roots are very nooisy =) I am no concept artist or 2D artist, but something like this, With a sign more "Handmade". And also, make your sign rotated more toward the gate then my shitty attempt!
Cheers Eric but I've got that stuff referenced in already - especially Brian Tindall's excellent stuff. I'm really after something a bit more specific to games. Ways to keep the self-intersection looking decent when the thigh is raised up, etc...
Thanks Eric. I tried Pack UVs with Rescale Clusters active but hasn't removed the problem. I thought it might be a perspective issue with my viewport but here is a sample using the right viewport, which I believe is orthographic, and the problem is still evident.
Hi Eric, I saw that tutorial but we can only use a plane on our game so more complex geometry is unfortunately not an option. I am just trying to do the best that we can have on a flat plane. Regards Peter
Hi Eric, I think I need to re-think my workflow. looks to me I just need to use boxes from the start and make them bones. Instead of trying to convert my max bones into boxes. Thanks for help.
Only if its no trouble, Eric! I'm just playing around with it at the moment, it seems like a pretty quick alternative, its just a bummer about those weld/close popups, and how you cant join 2 verts that arent end points.
Yeah Eric hit the nail on the head, this only really becomes a pain if you are editing seams or trying to move uvs on the model whilst viewing only the texture - no wires, no shaded faces. F2 will only toggle between shaded faces and the red wireframe.
Thanks Eric, Hmm it is a strange one, I'm the only one with access to this computer and I've tried the 'Run as admin' option which doesn't seem to help. I guess it must be something to do with permissions as you say. No big deal but a little frustrating.
Yeah for that sort of shiny metal it'd be worth blending a cubemap over your material to reflect the room's surroundings instead of relying on specular to do it all for you. As Eric says, metals are mostly reflection, and it's especially obvious in polished silver that it reflects the surroundings.