Good progress @baraa_odeh! Here are a few things I'm struggling with here: 1. Aerial perspective, mist, water and sky I think you are missing the fact that they are all the same. The sky is "blue" because there are water droplets in the air refracting the incoming light. And both mist and general aerial perspective are an…
I'm trying to learn some hard edge sub-d high poly modeling (mechanical objects). And I was wondering if there are any good tutorials for cleaning up meshes. I hope the following isn't too noobish. I want to cut a hole in my mesh (just making it a square for example ease). But I don't know how to keep the form without…
Say I have already calculated the TD of my uv shell, ie. I know its exact size and I know where I should be placing it, are there any tricks on how to position it precisely where I want it? For example, can I pick the top-left vertex as origin, and tell Blender to move the shell to a position where this origin will be 16px…
Thank you for taking the time to respond, but just to clarify, I’m not asking how to use Maya’s “Parent Constraint.” I’m pointing out that the feature itself is fundamentally not a real parent constraint, and that’s the core issue. the problem in the link you shared can indeed be solved by a "copy transform" (by blender…
Thanks guy for the feedback, this helps me narrow down how I will organize my files for future reference, much appreciated. I should mention also that I'm trying to keep the Group's system in check, meaning I would like to know if using Groups is possible to keep my files a separation hierarchy to make things even more…
Basically if you have overlapping triangles at a pixel (technically a 2x2pixel area) the renderer has to consider all of them, which means it has to process that bit of the screen repeatedly It's not worth worrying about if the number of pixels involved is small or if preventing it means extra work, sacrificing modularity…
I actually think the lighting is painted by hand. This may sound funny but that quality of realism isn't something I think computers are capable of yet. Whenever you see realistic skin in a game or movie, it always looks like a plastic doll or a very matte like play dough. But with Klaus, every frame is consistent in…
It's much better, just some tweaks left. :) The rear sight is mostly correct - for the "lever in the middle when locked down" position, the flat area should be more or less horizontal; Example: The rear sight leaf is a bit different, in reality, but you can't see the area that's wrong in first person, so you could leave…
Hi! Multiple ways to get a gradient mask across meshes, to then use in the shader to modulate values/colors. For example the gradient could be stored in a UV set, vertex color, generated from the y-pos in the shader, ... The way to go is something you have to decide on.