SebastianZapata I really appreciate it! Its been a really fun project to work on and I've been learning a ton - thanks for checking it out! Did a little more material stuff - added a mask map with metal, fresnel, and emissive channels. I think I want to add in some panning material effects for the weapon and maybe…
Dear Polycount community, I need help ! I have been teaching myself animation. In my 3rd day of animating I did a very simple animation that I want to import into Garry's Mod so I can add it to an NPC Pyro and make kinda like a short movie. You can see it [ame=" https://www.youtube.com/watch?v=SFzILDvMwR8"]here[/ame]. I…
My class assignment is to do a Riot Games art test. We have to add a twist to an asset they give you. Also, we have to hand paint textures like LoL's art style. Google "Riot Games art test" to see some other people have done. I had time to work on mine a little bit yesterday, and I decided to make it volcanic/molten.…
I've been working on this as my lunch time project for several weeks now. This bow is intended to accompany a rabbit archer whom I have modelled but haven't begun texturing yet. I wanted to get my feet wet on the bow before jumping into the full character. I started designing, and mixing together a few ideas. Mostly just…
I am texturing a hard surface modeled figure and want to add decals in a separate layer (Graphics etc). What is the best method for adding the decals? I know I have to use to Bitmap inputs (One for the image RGB with the pre-multiplied option disabled) and one for the Alpha (With Mono Channel Output on Alpha). Then use the…
Hey, I have noticed that upon opening a saved project in DDO, the masks are missing from the project window. Worse still, when you left click to add a mask the suite crashes. The masks DO exist in the PS layers but are kinda useless without the ability to edit them via the project window. Secondly, 3DO does not display the…
@Eric Chadwick thanks, I wish I could add a pic but its for work and Im not really allowed to. Its a small building though. I have just gone with a trim sheet approach (one clean, one dirty) to add in dirt with vertex painting the building mesh. Then using decals on top of that for other things like leaks and added grime.…
This is a gameplay consideration. If you need the cannon aim to be responsive immediately to input then lock it to the mouse, move on and then add animations local to the cannon later if you need them. If the cannon should lag then you have more freedom and can basically do whatever looks prettiest However, it's a game-jam…