I've not done any art with it but I did have to build a little plugin last year to handle some naming issues on an older painter version. from what I remember you get a texture set per tile and you can paint across tile boundaries - i forget whether it's possible to assign a different shader to each texture set. on more…
Hi all, I'm working on the character customization part for a tiny game in Unity and I want the player to be able to change the skin color for every face texture (or hair texture). After some attemps I could think of only two solutions: a) paint all face textures in all skin shades in Photoshop and then swap textures in…
Hey Thanks! So they are done in a few parts, Initially I was going to do them all in substance but found the path splines were a bit too fiddly to change easily, so I started in max and baked down masks These were then fed into substance designer where i used the bevel node to give appearance of deep engraved gold, added…
As a side note I've only done this with templates/basic designed objects in Unreal thus far and am still learning in school thus far, so do bare that in mind before you comment here.
Thanks for opening a narrative category, this was some fun out of the sun. I think my weakness in writing is conflict. I wanted to work on showing it from an emotional perspective here, as Fizz only emotes effervescence during his time in The League. Fizz's kin are missing, and it hurts him, yet he spends his time drinking…
Heyoooo - another update! I started the hair texture but decided to do the skin texture first. This way it's easier to tweak the hair, since this is the part I have the least solid idea of how it should look. Skin is skin, not so much design doubts there. Solve the problems you know how to solve first, right? I tried to…
for the latest sculpt : the brow bone + glabella should protrude more the nose bridge should clearly show 2 planes, one sweeping up to the brow, and one sweeping down to the nose tip. orbital bone should protrude out more and/or bring back the 'cheek' mass you got there. side view: the zygomatic arch is loosely defined as…
Yep cheers Bardler, that's what it needs :) which is what i've gone ahead and done! It was also using the original fog from the starting scene, so i've removed that now and it's much crisper too. Bumped up the tone mapper too to give the colours more juice although might be too much, we'll see.
@reiro thank you for your critique I thought the lightmap might help but I guess that's not how it is done. :P ok I will get rid of the lightmap. I tried giving the grunge a story but looking back on it it does seem sort of random I will see if I can't address it. note to self: tone down grunge.
joebount: Whenever you add a polygon command, if you have construction history active, there will be a new node added to the object's history, which you can see in the Channel Box. If you select a node like polyBevel (if you'd done a bevel) or polyExtrude (for ... extrude!) then when you click on it in the Channel Box it…