I think Pior's iteration on the smoothed-normals idea is the right direction. Keep in mind - he just smoothed the fuck out of the model. but if you wanted a specific stylized line on the cheek, you could model that in as well. This is how the shadow "keeps it's stylized shape" - it's baked into a normal map. Then take this…
Absolutely. Now a few remarks on these two models : - While the raw unfiltered look is excellent, the in-engine footage reveals that the grey backgroud of the texture sheets is bleeding at the edges. I suppose that you are well aware of it, and It is actually somewhat of an interesting happy accident in the case of the…
Week Fourteen Day 1- I watched some tutorials on different mapping and found one that’s simple to learn. I want the moss to appear on the rock’s top surface. Create Snow Effect On Objects - Unreal Engine 5.1 https://www.youtube.com/watch?v=SJdl7XUTI2M&list=PLbX7ESNWG72rEPdM8QaQVG8TIKC6LvVj5&index=12 Now I have three…
Hi! I'm currently working on a white tiles texture, and trying to do a cement texture below that, to show whenever a tile is removed by a mask. I'm trying to make some "left-over plaster shapes" below each of the tiles, but also trying to randomize the shapes so not every tile has the same 'left-over' below. I achieved…
I'm using Max to bake color maps, the problem is that in some places I get blended colors instead of consistent colors. This works with ddo but makes masking in Photoshop more tedious because in areas where two different colors met there are often pixels that are missed by the selection. I tried adjusting the render…
Rad :) . As i said i would recommend doing a fullscreen mockup. But i guess to be more specific. For multi-resolution, i like to think about the game screen in terms of having bleed. So if you are using the base resolution of 512x384 (half of 1024x768), that is where all the gameplay needs to fit in, and then you have are…
Yep. But for the most part people stick to biped and CAT that have them built in, still good info to know. You can even go stretchy limbs if you really want to go nuts. The way biped handles IK is different than standard IK. It's all handled on a single set of bones there aren't multiple rigs with blending and snapping.…
Oh, btw, if there's anyone here who builds Krita themselves and does a lot with normalmaps: I attempted to make a tangent normal map blending mode, which substracts the base blue from the upperlayer before adding the values to the lower layer. For me it works, but I haven't done any serious work with normal maps to really…
I'm liking the tone/mood/atmosphere in the blockout so far. I can imagine the work area in the garden in bright daylight with pools of dark shadow around it from the surrounding buildings. One thing to look at as you progress in the project would be how the bricks and plaster blend on the building shown it's currently a…