Ahh I loved mirrors edge, you've captured the feel brilliantly! As there's already been a lot of great crits I won't bother repeating those but I hope you get round to the skydome for it next so the next set of shots have a background! :)
Yeah the multiple meshes thing is what I would think it would be set up like. Maybe like 3 states. A clean, A damaged, and a really damaged. Id imagine that in actual production they would have a mesh swap and hide it with some vfx smoke and other particles, like how they do their building destruction. I interpreted it as…
I'm trying to modify my multinormal so it tiles. I'm not entirely sure how to even create a multinormal that tiles in the first place. I've only seen that option show up before creating a layer in the context menu.
Hello, yet again I require some help. I want to create an alpha for my opacity map that represents torn plastic / fabric like on this picture, but I have no idea how to do it. Please someone help me...
Hail Polycounters! I am a 3d artist, mainly specialized in modeling and texturing props and environmets. Every now and then, though, I have to model some low-poly character... and the same old questions arise again... What's the best flow for the edgeloops on the chest and shoulders area? Is there any, instructional…
Just curious if anyone has come across this problem? Adjusted levels so the lines can be more seen... Happens with both scanline and MR. I've tried applying a 0% opacity to my low poly mesh, tried hiding the faces... No fix yet...