Did a quick rig and poses! I think preserving the super angular style when deformed would take a lot of clever skinning/corrective blendshapes. I might move on to another project instead of fussing too much more with it. Will probably pick some poses and manually clean the geo so the deformed areas are super linear and…
The animation is a simple linear interpolation between the vertex positons. It's used mainly for facial expressions as it requires a lot of bones to get them right. It's way easier to deform the mesh the way you want with blenshapes, especially for a cartoon/manga style. Maybe the animation is a simple mesh swap but that…
As you guys can see I'm trying to wrap this pattern I made around the cylinder to the right. Ive done it in the past but I've forgotten exactly how to do it. When I try to apply a non linear bend to the object nothing happens.
I'm wondering how I can fix these ugly "aliased"/pixel-looking shadow edges? Looks the same runtime as in editor. It's a point light, set to soft shadows and very high shadow resolution. In QualitySettings AA is set to 8x Multi Sampling. Deferred rendering, linear color space. Precomputed Realtime GI.
It is several weeks later and silence. The world keeps changing and perspectives keep growing. Change can't always happen in an instant. Learning, adjusting, reacting, and thinking all take several non-linear moments. I've needed some time to grieve the loss of a close loved one. Several relationships and hopeful futures…
Yea, Ashen looks like a one to watch. Can't wait to find out more. About Tomb Raider. I love it but 80% of that gameplay was "Push forward to walk along a linear "corridor" and watch some environment stuff going on". Didnt like that at all in the last game. Less of that please.
Just started adding some linear movement to try to get the feel and weight of the big fella before moving on. How do you add videos to this btw? Its my first time on the Polycount forums. http://youtu.be/gAW-TZxqlKI http://youtu.be/K2ltKw0hnDU http://youtu.be/ttdoS2qL9oI
Hourences' tutorial only shows straight vertex blending, so you get a linear gradient only. Tor Frick's Eat3D video shows how to use a mask with vertex paint, for more detail in the blends. Really cool! There are many approaches for this, see http://wiki.polycount.com/wiki/MultiTexture#Modulation_Blending
Wouldn't bother with light shafts on this at all, a simple emmisive material and a corona can do the same job but with more control. Its an interesting mine shaft, and I look forward to seeing how it comes out, but I can see it being difficult to make interesting due to its linearity.
Figured it out! It wasn't a RMA textured as I believed (I only thought it was cause that what I read) it was a ORM texture, Ambient Occlusion = RED Roughness = GREEN Metallic = BLUE (Leaving the compression as imported and set to linear color works the best) Now it looks perfect :D