Hito: First pass looks good. A bit hard to see during playback, but the syncsketch helped. I'm not certain if breaking her hip on frame 009 for the kick will work well in the end, but perhaps its exaggeration is needed for the next pass. I decided to go with a basic low kick as I need to work on getting better with basic…
Hello, I´ve done a lot of Mechs and hard surface stuff, in the last months and i always wanted to do a nice realtime Bust with all the fancy SSS and translucency. Finally i took the time and here is it ;) It has 25 000 Tris without the spit Object. And there are 3x 2k Textures on it. It took me about 10-12 hours to make…
I have made a dynamic material instance with an opacity parameter. I have also made an actor blueprint that contains an speech bubble mesh and a trigger box. All I want it so that when you enter the mesh collision trigger that the opacity drops from 1.0 to 0.2 Here is what I have, Bonus questions; 1) Is this generally how…
@poopipe I tried some things and finally managed to get what I want that way: selObj = pm.ls(sl=1)
blinnDark = pm.shadingNode('blinn', asShader=True)
color1 = pm.datatypes.Color([0.5, 1, 0.2], h = 0.3)
#change the hue of color1
color2 = pm.datatypes.Color(color1, h =…
Tiling artifacts are (usually) a result of contrast in the texture, either because it's got noticeable differences in color/value or because certain shapes in it are particularly distinctive. Getting rid of it is easy, you just find the high contrast parts and stamp them out. Usually this is a bad idea because you just end…
Looks like a fun reel and character. I'd agree with @Arturow that adding in metacarpels in the hands would be helpful and making sure you have an FK option for the fingers. Also, it might help showcase the rig by putting it into some of the more extreme spiderman poses (…
The SpecularLevel map is optional, it allows you to adjust the F0 (reflectance at fresnel 0) for dielectrics. It's the "Specular" input you have in UE4. It's totally different from the "specular" in the diffuse/spec workflow. The SpecularLevel map is a grayscale texture which is remapped inside the shader to 0.02 -> 0.08.…
I remember trying to export displacement maps once, when you use it in blender you've got a slider which determines how much the surface is going to be displaced and it's impossible to know how to perfectly displace the surface so it matches the original. I've used normal maps often in cycles, fake lightning is very…
Thanks Ark. :D Well, we are well into our last 48 hours now... (36 hours and counting) As Ark posted we've released a small video showcasing some of the lighting tech we've been playing around with. Also, PayPal is finally up and running after a bit of teething and we've even hit 2 stretch goals already! So come and check…
Yeah i know that it depends on the scene object count and some other stuff. Still with my crappy MacBook pro 2011 i can have around 500 000 when it starts to noticeably lag and go up to 2million..anything above that is completely out of the question whether that was scene with lots of objects or just a few dense ones. I…