About rim lighting. one platforms with Z buffer where it could be an isse to do render to framebuffer passes you could get rimlighting similat to outline with and inverted mesh. Ony difference is that you here either just offset it a little (with clip in happening - can look ok, good or shit) or you had a slightly bigger…
Thanks! I want to do an entire scene like this but I'm still experimenting with a way to make this more feasible. Printing out UV shells and painting them with gouache is very time consuming, and expensive... That's why I'm pretty sure now the Gearbox artist said the line work is physical and the paint is digital. I think…
I think that there is a major problem with the approach you are using to texture your house models. If I were you, I would create a texture atlas and use tilable textures. Right now you are using the none-overlapping UV/render-to-texture approach which really isn't suitable for making such large structures. I would suggest…
Good stuff Shannon. Already it's showing much better. But it does also bring up some more issues in your animation. Besides the floaty stuff, which the skateboard falls definitely have, you could have stronger anticipation on them. Especially the jumps. She kind of just pops up. not much of a push off the ground pose.…
Issue 1: You could use the world position as the texture coordinates and then blend between the X, Y and Z tiled textures based on the direction of the normals. For the tiling, using one color map for the whole terrain + a mask for different materials (grass, rock etc.) and then blending in the detail diffuse maps and…
Holy crap!... OK.. after a stiff drink.. I would. -if this is below 250 polys then make a flat plane with a beaver dam texture & a bunch of 3 sided cylinders sticking out everywhere. - If you have 1000k or more polys than this MIGHT work.. 1. Attack it just like a rubble pile. instead of bricks / re-bar / rubble / its all…
Blenderhead- Yeah man, crazy how people think I'm a girl. As far as the guys nose, it's actually like that in person.:) BlvdNights- My bad, I should of told you but the top tier of the guys faces are render in z-brush. I have no clue how to show my specular map in z-brush. I need to work on my spec maps more, maybe I can…
it's pretty easy to code this with tangent-space normal maps. basic concept: save every pixel in to a 2D Array with it's current R and G (and B) Value (B will not change). R and G convert to a vector of 3 dimensions (while only 2 have a value, which is x for red and y for green and z is defined as following) with angle in…