[IMG][/img] Hey Polycount! Our USC Games team, Pareidolia, is looking for 2D and 3D Artists to join our development team! What is Pareidolia? Pareidolia is a 2D/3D puzzle platformer in development for PC and Second Screen. Players become a master puppeteer and manipulate props on a 3D stage (tablet) to cast platformable…
Ahh cool I like it. I like the area where the tower and house meet, that mossy/ivy bit is a nice touch. I like the painted details in the textures nice work! This next bit might scare you but I wouldn't take the time to post it if I didn't think it would help. It's not meant to make you feel like crap but to help you…
@AlexCatMasterSupreme - Thanks for the feedback. I am always willing to improve my texturing. I find creating metal is the hardest part. Sometimes is comes off as realistic (for example: the gas pump nozzle, shield on the front of gas tank, and gas filter on the side of gas tank) or sometime is turns out concretely. I do…
You can also paint in the layer mask itself and have your generator as a part of the mask stack with multiply blending mode for example. You can also paint a mask on some layer in the very bottom of the stack , set anchor there and then use fill in your target layer mask stack with a link to that anchor. Sometimes it…
https://www.dropbox.com/s/d54zakjjw94j38m/anty_ShaderPack.upk https://www.dropbox.com/s/u3sjyrmnu7qha5g/anty_ShaderReferenceMap.udk And some simple manual -* Grayscle sky lighting, * Set Spec and Roughness values = 1 if use SRO (Specular, Roughness, Other) (Sample in MI folder) * Fresnel controls for metals face=1. 90 = 1…
IMO, it'd be awesome to be able to choose which layers to use for which pass, so one PSD file could be used for the whole thing. You could offer three ways to use a PSD... let the user choose to have xNormal parse a specific naming structure (using named Groups of layers would be best for this) to automatically assign…
ooof hard to describe; I've just recently learned how to make faces that cross the uncanny valley and that took me months of grueling work. A lot of it has to do with proportions; faces are so exacting that even a millimeter of change can trigger the instinct of, "that doesn't look right." I think a good place to start is…
Try modeling the whole top section of the gun, from front sight to rear sight, as one smooth piece with no layering. Then duplicate it, cut in the shape of the first layer and extrude (along normals) and delete the unwanted faces and tweak the edge flow so it mesh smooths nicely. You can then duplicate this layer to create…
I FINALLY figured this out. Basically trial and error. I ended up using blends like the guy in the tutorial. I just said screw it and started messing around with layers on a cube until I got it right. Basically I used a blend into a blend like I was up further in the thread, and then used the built-in mask on the blend to…
maybe multiple texture layers is the way to go? bottom layer = color layer to scroll from "day" gradient to "night" gradient. second layer = tiling clouds moving quickly (they'd have to be lit somehow)... third layer = additive decals for sun and moon? just a thought, not sure exactly what is possible with XSI. the…