The snow shader is actually nothing fancy at all at the moment :p I used the fuzzy shading node to add a bit of fuzziness, the sparkling effect that I found in the UE3 docs and the material changes tiling based on its distance from the camera, and that's pretty much it haha. I basically have 3 snow material functions (only…
Now I have a question regarding the corner pieces. Well, when it comes down to the UV mapping, how should I lay it out if I want to use the same basic for each "section"?(and just use an alpha dirt map to differentiate bits, so it's not all the same) Should I build and texture just the corner column by itself, and break it…
and... maybe another quote? 1: How was school today? 2: Same as usual. 1: Hey, I see the Knicks finally won a game, what do you know? 2: I don't care. 1: What do you mean? 2: I like Boston. 1: Boston? Why do you like Boston? 2: 'Cause Mommy's from Boston.
[img2=left]http://boards.polycount.net/images/features/uc_announcement.jpg[/img2] The new annual environment art contest, from the guys who brought you the DOMINANCE WAR is here! Here's a few things you should know: :icon_arrow: A team of 3 friends! (optional). You can be a team of 1 concept artist, 1 3D modeler, and 1…
some decent points from both overlord and snacuum. I think the thing that burns my ass and why i get soe hearted is is that this is a forum for game devs and seeing so many posts latley that are straight out of the uneducated kotaku/ign comments section being tossed out on polycount left and right is brutal. which kind of…
"Is the workflow that different from Gears of War 1 to Gears of War 4?" Do you mean original GoW 1 or the remastered GoW 1? Look at all the "how do I do PBR" threads on Polycount. But this is derailing, I'll just continue to facepalm at all your posts silently from now on.
Height in Painter is signed so has values ranging from -1 to 1 In designer the range is 0 to 1 That's why they look different. The intensity of the height is something you can tweak as advised above Also If you output a normal channel from your material that will combine with the height and can cause it to double up.
Mutant League: A Videogame Art Challenge! You've been begging for it. The rumors been circling. Hints have been dropped. Finally it is here. Sound the vevezulas, fire up the jumbo trons, hit the pregame tailgate parties and let's make some Mutant League goodness.We're kicking off a new challenge here at Polycount - Mutant…
Use forward rendering + single pass shaders that make use of forward rendering. This will allow each object to use a single directional light + any number of vertex lights but usually limited to four in the shader. You can add the vertex lighting calculation into the vert section of your shader. UnityCG.cginc has two…
Team name: Earthwave Studios Project name: Gates of Eternity Brief description: We are now into full development on “Gates of Eternity” a sci fi based RPG and are looking to add new team members to help us push through to release. If you’re looking to gain valuable game development experience that will boost your portfolio…