So in NDO when I convert a selection to a normal, the layer editing window doesn't appear to let me change size, depth etc. I'm having a similar problem in DDO as well where after I've created a project, the window doesn't appear that has the albedo, gloss tabs etc.
OpenArena is that one free game that rips off another in the most legal way possible under the GNU GPL v2 Free Software license. It's been around for quite a while and has been quite stagnant as of late. Over the years it recieved contributions of artwork and maps, however the styles clash and is an overall inconsistent…
This is where your argument falls down somewhat. It is not easy to come up with a simple model to predict ("anticipate") what a player is going to do and how to appropriately react, let alone across a variety of different environmental and non-environmental conditions. Players are by their nature very unpredictable, which…
I've got an asset that includes some metal surfaces and a glass surface. I looked through the docs on Layered Materials and through the available properties on the Material Functions I created. Even though "Make Material Attributes" has "Refraction", I don't see a way of having one Function be Glass (i.e. Blend Mode =…
The only way to change the layers, if you keep the input textures as texture parameters inside the material or function. Then you can access the textures, as regularly. I know, you still can't just swap a full layer with all of its functionality with one click.
I am currently trying to set up my scene so that I can render the groom and my character out on separate render layers. However when I have the two separated out the back of the hair that should be blocked by the head renders out as well. Is there a way to make sure that portion is blocked when rendering?
Well it's hard to come up with constructive critiques, since the images are all in editor shots rather than shots from the player perspective. For the general lighting i would go more into a bluish direction, it's pretty flat at the moment and doesn't add much atmosphere to your scene. In your case i would have a look at…
Hi guys, Im interested in hearing what other people are doing in the texturing workflow. I dont feel I have found a solid one yet. I am primarily using photoshop and ddo, because I really like a mask-centric workflow. But I feel I am lacking the 3D paint side of it, especially when working on assets that need UV seams in…
I want to make a new material above what i already have and want it to have some height information, but without affecting the layers below. Tried some different blending modes but couldn't make it work, how can i achieve that?