Just use another packed texture in the same way for additional layers, and plug them into the additional sockets of the Layer Blend node as before. So two textures for your overlay materials, you can use six layers (R+G+B+R+G+B) if you don't use the alpha of those textures. The hard limit is the texture sampler limit,…
*Bonus Environment stuff!* From the start of it I had what I generally wanted, some lousy mid tech facility to process whatever was at the bottom of the pit. I imagined there would be a sort of toxic gas exposure leaking out somewhere at the bottom. The facility was either shut down or the workers would just have to endure…
Thank you for reply. On this weekend + on Friday night evening was working in zbrush. Worked with upper lip + upper fangs. Had many issues that i had to solve. 1. Ogre side view was ok but i did not like front view and i still do not like it. As it is based on ref images side view and front view when you look from side you…
GhostD - I am not quite sure what else there is to say about the channels/masks really ... the Valve doc covers pretty much anything, doesn't it ? What is there specifically that you find to be missing ? On the subject of how Polycount could help, I agree with the general theme expressed in many posts already : exposure.…
Ok Rick beat me to the best answers, but here's what I had typed up anyway. A lot of the answers depend on the type of game and for what platform. For example, a realtime strategy game with the camera high above the characters/environment will use less than a first person shooter which allows the use to control the camera…
Thanks for all the kind words! There is certainly still some work to be done here and there. As most have noticed, there is no ambient lighting yet at all. I just switched to deferred lighting and I guess the ambience got lost along the way. I will also add clouds soon and a few more screen space effects such as rain, fog…
My biggest issue with this sort of scheme is that, even if you've got good textures there, and they look cool in your preview renders, that doesn't mean they will easily fit into the art style/tech of any given game/engine. If you consider this, while your textures look finished, there is a very low likely hood that i…
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
And here is our Alpha! We are going to be focusing our efforts on the areas that the camera will show- the pirate ship will no longer be able to be accessed because it would take too much time to create an explorable area, but it will still visually be there for the plot! -The plot is a group pirates have invaded a knocker…
I've had a note on my desk for a couple weeks now telling me to "POST A WALKTHROUGH" and now that I've tuned the lighting outside a bit so it doesn't feel like you're walking into the afterlife, I have made one! Here is the OWHQ Jan2018 Progress Walkthrough: https://www.youtube.com/watch?v=D8uwYfSW9tE Obviously, this is a…