i've got some great results by rendering on a full green/blue ground plane and key it out in photoshop. Where this is better than the white on black alpha is you preserve cast shadows and viewport AO This was done on green and keyed (all be it very quickly, you could defringe it for a better result) there is a tutorial on…
@adam I guess it just hasn't been catching my eye as much as the green and I am so used to quickly scanning pages for green out of habit. Maybe if the new button was green if you didn't want to have green text? Could just be a symptom of habits formed over years of PC use :)
Looks awesome. Especially interested in the topogun and zbrush parts. I'll pick this up when I get home for sure :) Edit: Got it yesterday and quickly look through it. After I'm done with my dota 2 entry I'll start watching this and make a chracter I have in mind along side it. Can't wait :D
jordan: thanks! I appreciate it. I spent a little time tonight designing the building. I found a building in Harlem I like a lot and drew from it heavily. So the general idea I'm shooting for is the Frakensteined one on the left. Pretty simple, I will have to create a few new pieces, but it should come together quickly.
hmm I'll have to upload my stuff tomorrow :p Fearian: I think I would have taken more time to do my prop too if didn't have 4 guys in the same room shouting "im soon done! How far have you come?!" it quickly became more of a challenge, haha.
Oh my, updates: Our Throne Room, which did not get finished properly but maybe I'll get back to it and finish it at some point. 2D objects with rendered normals give out a nice lighting in our platformer project And then there's a quick mech getting a quick rig so I can get it quickly in UE4
Thank you for your reply. I saw a zombie of Vimeo! It was Method 1 as a workflow. The merit of Method 1 is that you can give models to the motion team quickly. It is the flow of detail sculpting and texture creation while UV unwrap · setting Weights and hand it to the motion team. I would like to know the merits of Method…
They said on blog post that they were hand sclupting terrain first. Exporting heightmaps to WM for erosion and mask generation, importing heightmap bacl to editor and tuning it again. A process I essentially described above. But it relies on good in-editor tools in first place. On other hand you can quickly see what's…
thanks for reply so quickly j i dont have that mesh anymore, but it was just two planes stitched to each other no that video doesnt help because it places uvs outside of 01, but it should be inside of 01 because it crashes maya otherwise right? in the vid. one shell is also outside of 01 no? nice to hear that :D
Aftering hearing about this scenario I wish things would have worked out more in your favor, but im just glad to hear you bounce on your feet so quickly! (you should hit up ross when your back in town, I think he is there now in a more concrete place :) )