@Pirax I am using static lights that I downloaded from this video https://youtu.be/_bqpw5sOwr4 I'll play around with the settings a bit more to try to see if that makes a difference. And I already turned off cast shadows on the grass so that definitely isn't the issue. Honestly I'm having alot of fun working on this…
Here's a color scheme and rough test for a possible, in-game rendering style: -A dynamic gradient 'shadows' forms that are facing downward. I set it to be segmented in the case of metal, or smooth in the case of everything else -An overlay on the metal to push the metallic look -Specifically-shaped linework rendered out…
OBSG Game Update LIGHTING & FOG PRACTICE Mostly just been playing with some lighting set ups and thinking about what mood i might want to create. These are just a few images of what i was playing with. I really like the volumetric fog that unity has now and was just excited to try it out and see how things interacted with…
Why I particularly like the marmoset tutorial (which has your answer within it), becuase it explains in simple terms how light interacts with hair follicles, and thus what kind of shaders and textures can be used to mimic that. https://marmoset.co/posts/how-to-create-realistic-hair-peach-fuzz-and-eyes/…
how much do you work with the pen? i would say get a surface pro 2 not the 3, the ntrig tech sadly isn't there yet. The pen it self works good, but the whole touch/multitouch/pen interaction is horrible compared to wacom powered devices. I would really like to like my surface pro 3, but sadly the lack of proper art tool…
For this particular case Arnold would be best option, it's fast in outdoor, has probably best SSS shader and very fast hair (faster that Vray/MR). Also amazing volume light shader for creepy atmosphere. You don't need to make zillion of test renders, just start IPR/render region and it updates interactively as you tweak…
also relevant: http://polycount.com/discussion/comment/2498613#Comment_2498613 So for the instances for the larger baked stacks, and could use foliage tool for smaller piles. This would also be a lot easier if it wasn't going to be interactive — if the player can walk around everywhere you'll have to spend a bit more time…
Have you tried using the good old Unwrap tool? It's in the upper left of the UV editor. Select your UV's, hit the tool, and drag the control widget to interactively unfold. I find doing simple projections and then unfolding gets me 90% of the way there, with some manual cleanup or aligning to U or V afterwards. If the tool…
Yes, both of them use simpleMeshMod - before it was introduced, it was not possible to change the topology in a scripted modifier. Best I could do in lower versions would be to slap an Edit Poly modifier on top, which would sacrifice interactivity (there are ways around that but all of them take quite a lot of effort and…
looks like its working to me. If you move the light around in 3ds max does the highlight and shadow change on the beveled surface, if so then its working. Also i think you're misunderstanding the way a normal map works, it doesn't change the geometry, all it does is give the illusion of extra geometry when interacting with…