[ QUOTE ] The G1 cartoon doesn't involve self-mocking humor in the way of Optimus Prime saying "my bad" after accidentally mauling Sparkplug's carefully manicured lawn - look at me, I'm not a wise and experienced warrior but actually a big silly clumsy giant who can't watch where he puts his feet! [/ QUOTE ] How is that…
Hi @metalliandy I'm wondering if Lys can reduce saturation by mip level? I'd like the highest mip to be original color, but fading to monochrome by the lowest mip. I'd like the glossy IBL reflections to have color, but irradiance IBL to be monochrome. Reason is we would like to be able to judge color accuracy once models…
[ QUOTE ] so i should try adding blues/ orangish browns for my highlights? and then add a color for shadows? [/ QUOTE ] Whatever's appropriate, really. If the model's intended to be outdoors, mostly, a blue base color would make sense. In Quake style hallways, yellows and oranges for highlights will fit in well, and so on.…
Well on what you have there is pretty nice since it's not a full sphere. I made a couple of examples. How you could go about mapping that. It depends on how much texture space you wanna use versus stretching etc. In the last example that'd work best if you got some sort of natural seam in the object. So the top "half…
that was awesome. one too many images of puzzle pieces though your voice made my heart skip a beat :P really great presentation and solid use of examples. may be beneficial to take the decision making process learned from playing video games outside of the world of computers and how this developmental process could be…
Couple of examples from Dead Space. The second one's clearly just a full model swap, but the first one still uses morphs, particles, and flickering lights to hide any jarring transitions. [ame=" https://www.youtube.com/watch?v=4K2r4jpylqE"]Dead Space 2 - Necromorph transformation (slow-mo) - YouTube[/ame]…
It looks like your edges are at or above 90 degrees. these will need to be lessened, (like 80 degrees or less) or they'll need to be hardened and the uvs split along those edges. If you look below, the boxes on the far right have a similar issue to what you have, smoothing issues because the angle of the low poly's edges…
First of all, thanks to you all for your responses. @SenSayNyu I tried your idea, but the result stays the same. But your point about perfection is interesting. I decided to defy myself because I see so many examples and step-by-step guiding many people to bake a really clean map... I'm starting to think there's no bake…
Hey everyone, at the moment we are marketing, sort of speak, our product to a very specific group of developers. When the time comes we will make it very simple to see the advantages with more practical examples and demos. By very specific, I mean users that already know about Amplify Texture or Virtual Texturing in…
Hey man, off to a good start here, but yeah as @hmm_rock said, the thing that is going to sell this scene is the lighting in particular. Also try to get that god ray in there, there is an example blueprint in Unreal Engine content examples (under blueprints) but that goes through quite a lot of code. I would say just add a…