In my spare time, I am developing a 3d game engine for iOS devices and hopefully also Android as soon as most needed features are implemented. My engine iSDGE is based on OpenGL ES 2.0 for rendering, features my own (not yet very optimized, but very comfortable to use) math functions, uses bullet for physics simulation and…
You can automate mask rendering in substance designer for example, then use photoshop script to batch combine all textures from a folder into single texture, merge and bleed it. Unfortunately I can't give you exact steps, so if time spent on research and automation is worth it depends on how many textures you need to…
You are right, it does mismatch the background at the moment. In the next iteration I will try to figure out how to blend them better together. Maybe some texture overlay would help on the train layer? Will see what works.
Yes. Check out the Tile Generator node. To get the differing columns, you may need to use two Tile Generators and combine them using a third as the Blend mask. https://www.youtube.com/watch?v=VyFgpitTsYg&t=638s (Jump to 10:38)
The triangles don't matter in a cage mesh, only the vertices do. The baker will cast a ray along a vector between a cage mesh's vertex towards the corresponding vertex on the lowpoly mesh. So the only correlation that really matters is whether the low and the cage share the same number of vertices, and the same ordering…
This sounds like a non-interactive animation, so you don’t have to work within the constraints of walk cycles and automated blending. Instead, this is a performance, you’re communicating the rat’s internal mental state through what it is doing. You’ll also want to make sure the feet are connecting with the floor, not just…
without testing the theory .. it's probably the $time input parameter available to designer graphs. assuming you have designer it wouldn't be much work to recreate the example in the video (use $time as the blend alpha input)
This month I have been developing the main bulk of my scene. For the architecture and the fixtures I decided to use a RGBA / Blend mask workflow, I find it’s a better for texturing assets in situ, such as adding dirt and dust around fixtures this therefore makes it feel more grounded. I previously wrote an article about it…
On a Mac mini I bought specifically for Affinity soft few years ago it's nothing special speed wise. Bet it needs true video card . I unsubscribed from PHotoshop for a half of an year but eventually went back to PS. Affinity Photo has few superior features over PS 1. Much speedier work in 16 bit not taking forever like PS…
Hey, Sephez. Jolly god work so far. Riddlaz advices were spot so I just thought I'd add a bit on top i'm sorry the overapint is so clumsy but I tried to be reaaal fast. 1.Because plants come in all forms and sizes, the benches are your size reference in this scene. And for me it felt a bit lost by those huge yellow leaves.…