Welcome to the whacky world of white points, black bodies, linear workflow, and gamma correction....... ;) Have a read of this to get started: https://blogs.scientificamerican.com/symbiartic/how-to-calibrate-your-monitor/
looking good. I would say try offsetting the color of a few more of the tiles I think that would help in addition to reduce the linear look @miguelnarayan mentioned as well.
Not every project I make is linear. Sometimes I'll make an asset and then decide that it needs an environment to surround it. I definitely re-use parts of assets - kitbashing bits and so on.
Hello, quick update. First WIP of the special move, added some key poses and also put them in linear blocking (looks better). http://i.imgur.com/0l7rST2.gif
Great result. However, tile adhesive is properly applied in a linear fashion. I've never seen it applied as concentric circles and if I did I would strongly advise against it. :)
Mechanical arm is interconnected and all joints function and hold together.. When the animation starts the end point makes arc trajectory. How can I make it to do a linear trajectory? THNX
I think you would have to remap the gradient to fit the size of the pin (like with a level). Probably easiest and most visual option would be to project a gradient (or other shape): Some other options: 3D Distance, a bit fiddly to set up the origin 3D Linear Gradient sampling the colors of position map for start and end If…
This is the dilemma that arises when games try to give players more authorial control of the narrative through their actions and decisions. Doubly more dangerous in a game which attempts to maintain a coherent linear narrative.
You need to change the color space from sRGB to Linear for .tif images. As for inverting the green channel in blender you can probably use a simple texture node setup to do so.
Always keep your animations as smooth as possible. Add as little keyframes as possible and keep the interpolations smooth. Linear movements always look like from a computer. Never use f kurves.