Pack UVs is easily best thing I have seen. I thought that unwrapping and then packing my mega complex mesh (more than 40k tris without symmetry, and 200+ seprate elements), will be true pita. Well unwrapping is still PITA, but packing UVs with respected proportions is just single click.
if you want to keep the broken horn on the saddle and tooth on the same side could be a nice little story element if you added a bit of scarring to the critter over there, as if he took a serious hit there once but has since recovered to fight another day. awesome bug rayph! monsters looking good too!
If you have access to the pro version then you can use light-probs in combination with lightmaps. The light-probs will act upon all non static elements with good effect. Quick tutorial that showcase this. [ame=" https://www.youtube.com/watch?v=wN15ui0VRlc"]Unity Tutorial: Beast and Light Probes - YouTube[/ame]
New idea. ORNN! Hell yeah! Love him. Ornn and his raging Lava (Ha, lava again, who knew) elemental busting into raging battle epicness. Taking place in the snow among battle debris and in front of a large unidentifiable (could be a secret weapon could not be, I don't know ;) ) building.
Yes please! I think for this you need a stunt game. You build your own tracks, jumps, obstacles etc. and you can set up your own cameras. Then maybe have some sort of points system and social element where players post videos of their best stunts. Yesh.
Thanks for the kind words! :smiley:@dcneil for gunsmith settings I use a phong albedo boost of 70 IIRC, with a low phong exponent on the chrome elements and high on the dark areas. I'm using a custom phong exponent texture that I made by inverting the RGB, altering the brightness and levels, and then pasted into the alpha…
Wow..that is cool.Will check it out.It is pretty old with no support.I am guessing u can't create custom brushes in it?That was one of the reasons I gave up ToonBoom..Btw,does anyone here know what application is being used for the new Avatar Series:The Legend of Korra(the elements bending scenes are wicked)?
That is amazing dude! I just baked some maps in substance painter and it works like a charm. My low and high poly are one single mesh so I still have to detach and rename every element for both which is a real pain. Still beats exploding by hand any day though!
I'd wager that it's good practice to get used to meshes created by other artists. In my office, we frequently utilize meshes and textures from artists on our team and it's not uncommon to find elements of textures and meshes being reused in other projects to save time. A phrase we're fond of: There's no reason to reinvent…
Zbrushworkshops has one dedicated to 'Sculpting Hard Surfaces, Armor and Repetitive Patterns', and another for 'Sculpting Realistic Skin & Scales' which might come in handy for dragons. http://eat3d.com/zbrush35_character looks like it might also contain a few elements that might help when doing fantasy characters (armor,…