subdivide, grab faces around the eyes, circularize component, grab the edges where the brows should be, move tool + ctrl + middle mouse drag to expand along normals. Sculpting tools to clean up. Make use of soft-select as needed.
Cool moonlight streaming in a window. Orange incandescent spilling in from the hall. Look to movie lighting for inspiration. Go to screen grab websites like Evan Richards blog Cinematography Frame Grabs Info about analyzing movie set lighting: http://wanderingdp.com/cinematography/cinematography-school-lighting-ratios-101/
Make sure the console doesn't have any warnings about the fact that the shader isn't alpha blended. Also, the alpha channel of that texture might be fully white, making it fully opaque. You'll also want to make sure Z/depth write is off, otherwise the grab pass will just grab nonsense
I'll grab some insight from this pic of an aussie outback classic "Bull/Buffalo Catcher" for use on my own Mad Max/Dystopian design - lol might even add some sort of trailer too. My entry is just a thanks of gratitude, to all those hard surface artists that inspired me over the years with kickass art so many cheers. Aside…
I have my own script to grab the max viewport bigger than screen size, and it is very useful as you can get higher res grabs of viewport shader effects which may take time to setup render materials for. :D
OK, I was trying the layer brush with drag rect method and a depth grabbed alpha, pretty standard technique. I have back face masking enabled too. Here are a couple of screens grabs, the first shows the aforementioned technique and the second is what I am getting from projection master: cheers, K
Cos I typed it wrong. Thats not important - why is the text red, and underlined? Those links are supposed to be white. Why is the home tab missing? What browser are you running for those grabs? Erik did some grabs for me in IE 6 and they don't look like that - they like nicely degraded gif images.
The component mask is just to cull out just one channel of the texture or color, essentially taking out a scalar component from a vector3, so for normal maps you don't want to do that because you need all 3 channels to make a normal vector. With just a small view of the material network, I'm not sure what else you're…
Hey everyone, I’m starting a WIP thread for a hero environment prop I’m building for my MA Game Art “Developing Skills” unit and my portfolio. 🔧 Project goal I’m basing this on the “Blast Furnace and Blacksmithing Equipment” concept from Dragon Age: The Veilguard (Creative Uncut link):…