First and last try... U use a render target and you draw a distance to a point so you get a soft circle. You use an additive kind of render target and you just update that with the fed player position. You need to use "draw material to render target" node and before that you feed the player position into the sphere…
Whichever technique is used there's not usually a difference between the resulting numbers in the Shader, it's just a question of how the metal/non-metal masks are encoded.if they're soft edged you'll always get a halo . Exact results depend on the Shader etc. and it's probably worth remembering that in Painter you're…
This is a useful tool, but you want to look at averages, not singular points of data. If you want a good idea of what you'd make in X discipline in Y area, look up all the employers in the area and look at all of the positions, and don't forget to compare them to the Game Developer Salary Survey. There are a lot of hard…
Apart from enokone's comment, which I completely agree with, I feel like there's not much variation in value on Bard's body, and too much of a difference in value between him and the background. It's like there's a lot of very bright and dark spots on the image overall, but not too much of soft highlights and shadows. I'm…
looks great so far! i kinda like how you presented it too with the soft blue light. as for critiques, right now the trigger guard looks like it could be too skinny/flimsy. maybe post up the ref you have for the pistol so it can be easier for us to see what your working from so we can critique it better. cant wait to see it…
looking nice! one trick i try and do when textureing is bumping up the self illumination. only a suggestion but i personally like to paint in blues / greens in the shadows rather than get the black shading that the default shader gives you. this trick would work really well on the fur to make it feel more soft. Try it out…
There's a LensFlare object that's basically a billboard yeah. It looks to be based on the same code a particle system is but just one plane (uses a lot of similar naming conventions/etc. in the script) You might want multiple lens flares/emitters layered up, some blocked by line of sight, some not, so you get that nice…
Interesting topic, I've been interested in faking SSS in game art for a while now, but I've been thinking about it in a different way (for characters). Is it possible to bake down an SSS pass like an AO pass and just overlay it on a characters diffuse? I know it wouldn't technically be SSS but it would look nice around the…
I have tried it with hard edges aswell, the edges end up looking like indents instead of soft bevels if I do it like that. It´s not the first normalbake I´ve done, I have tried all the tricks I know to get it to work, including everything you guys are suggesting, not even angles that are way less than 90degrees look…
I have been going through the learn tab, and content examples the past week and researching methods for creating hair, I am currently just trying to hand place them, but they feel flat, have harsh transitions and its cumbersome. Does anyone have any tips? I am using 3dsmax. I'm wondering how to achieve soft looking hair…