Yes you can add blendshape after you rig, isnt that the usual way? blend shape will go well along together with joint deformation. is it possible to just create blend shape for specific part of the body without the need to duplicated the whole mesh? Yes, let me paste from my blog: Usually we duplicate the entire body mesh…
Does anyone have any thoughts on if it's possible to make a blend material that blends based on screen space occlusion (cracks and intersections) and NOT on a greyscale blend map? I'm working on a bronze/copper shader and I want to be able to adjust the oxidization and patina on (which would be heaviest in the cracks and…
i have a little problem with a decal i created. here is the material it self, maybe it can helps your find out the problem. Basicaly, my decal is acting as if it has an emissive, i placed it under a tree with shadow covering the decal but it is still looking really bright. any idea what is this happening? you can't see it…
Yep blends are a pain because they don't show up only when rendered at least they did the last time I used them. I got around it by because I was using vertex paint and you can get that mask to display in the viewport (not the actual blended materials just the blend mask) then I would do quick renders with shadows turned…
Different story here, more about Dentists that happened quite recently. Anyway I got an infection right at the root of a tooth at the back of my mouth and it hurt like hell. The dentist gave me the option of root canal surgery or just pull it. Since Root Canal surgery doesn't always work and the tooth was at the back of my…
from the image and description, it looks like plain heightmap vertex blending. I found some more info on the topic. @kernersvillan mentions how he used Pixel Depth Offset to create the blend between 2 surfaces. The result looks pretty damn good: Also, I found this blog where the artist shows how she managed to do the…
I've attached an image of my poor attempt at a terrain and vertex blend. I think the blend looks too soft,but I'd appreciate other peoples input. Also I think that the terrain density is too low, it needs more quads. For some reason, at the time I thought it was too high poly! I've attempted to sub divide the mesh around…
[ QUOTE ] it's used to define transparency [/ QUOTE ] To be perfectly anal... Normally that trick only knocks out one color and doesn't blend. If the color is R255 G000 B255 then the pixel is transparent, if not, then it isn't transparent. I don't think that method allows for blending, normally its used in pixel art. But…
It depends entirely on how close the camera gets (kinda like VFX, I suppose), but assuming its AAA quality third person you might have 2-3 4K texture sets (*super ball-park guesstimate, I am not a character artist), with multiple layered tiling textures on top that are blended with mask textures which give you the super…
Mipping is typically very dependent on the hardware, PC vs Console vs Handhelds vs Mobile. You’ll see different thresholds and methods in different engines as well. So, having controls for these things is going to be helpful for consumers. Also the alpha blending is a difficult thing. Some will need to depend on alpha…