Yes, that was an oversight on my part. I was focusing more on making the assets animation friendly for cutscenes like intro scene or chest opening, and wasn't thinking of in game performance. Should I change the title of these? For optimization part I can do it up to the karen girl I made. Let me know if that needs any…
Unfortunately I didn't save my first progress images, but I have some wip from the later stages. From the get go I should have considered the limitations of the dota hero shader, it is actually pretty powerful but trying to do layered materials was not the best idea. As you can see below, I started out with a more…
Thanks, i hardly use the layers but now you stating that sounds like a layering issue, i ran into the "hard lock out" of only max 7 subdivisions on a subtool last night. I was going to say i got nearly 100 subtools and it isn't giving me this issue, luckily i found this thread in-case it isn't a layer issue and i can sort…
From a test i did with Nickz_humanMaleAverage in the tools .ztl section i believe (just for reference to the gif) i made some changes to the .ztl file and added a new layer which added details to it and it seems it is possible to do what i said. The answer is Yes you can put it back into a t-pose after the edits are made.…
Thnaks for the advice, looks like the 4080 it is . I was a bit concerned about the later RTX cards for the reason you mentioned ie overheating. can't afford to buy a fancy brick :) Not sure what GB the 4080 is, would be good to get 24 , though more likely 16
Hey guys I'm trying to reuse the same workflow that Alex Senechal : https://www.artstation.com/artwork/eVm0P Long story short : 2 uvs workflow, on the first, the baked textures ( trim and decal ), and tileable on the second UV everything is almost ok, except that : This seam doesn't appears in the different Buffer Pass (…
A blockout how I first thought the shield would expand: Now I think it the first layer is folded in and only the second one is pulled out. For stabilization, I imagine there's vertical supports in that drop down once unfolded, leading to both a stand and vertical stiffness (middle joint that allowed them to fold is now…
Thanks Earthquake that works great! This solution will work totally fine for now, but hopefully in the future creating custom layer masks will get some more love. I'm pretty sure it's going to be a large part of our pipeline with dDo and the easier it is the better. That way we can create the entire texture within dDo. I'd…
Yep! It's not perfect but it gives that old top down space fix you can't find these days. Reminds me a lot of Master of Orion 2 but in real time with all the ship load out upgrades and considerations. Worth 15 bucks for sure if you have fond memories of these space games. There are a few things that prevent this game from…
I only worked for racing titles and couple last decades for just a single one actually . And no, consistent texel density is not the requirement . A car cockpit has smaller texel size than outside, then track surface , then outside terrain and track side objects. I recall we once had a calculator of how smaller texel size…