Relying on VCs for all blending is very expensive for the engine. We use Vertex Alphas (VA) to blend additional dirt details into a model only when the asset is either a key 'landmark' or needs to be highly repeatable without holding up production for the same asset modified 50-odd times. We actually reversed the blend…
This is looking great so far. I love the color palette. I think it's worth pushing it a bit more to get it to a really good place for your portfolio. 1. The gray-purple stucco on the walls should have some weathering near the wood beams. Without this it's looking very flat. An example from here on our wiki: 2. There is a…
hello I am making a character for animation and have made his head in one scene file. I have heard that you should really be referencing things for animation projects so that I can edit the character in his own scene and have his references update in all the animation scenes he is used in. I was wondering if there is any…
Some digital painting photo studies. Mostly trying to study colour and lighting, so I used a brush with no opacity setting so I had to see and apply each individual colour instead of relying too much on blending to get the colours. It's a pretty cool way to practice colours I think, although it doesn't provide blending and…
Blending motion capture won't get anyone hired it will always be the hand key'ed animation that makes the motion capture work and its the hand done work that gets people noticed. If you're thinking of switching to Maya you probably want to check out HumanIK It's motion builder stuffed into Maya, it has a few warts but its…
Just a heads ups on the Halo Reach hologram pics you showed. It was not done with a special shader. It was done in geo, holograms ranged from 5 to 15 layers of geo stacked on top of each other depending on how high the hologram effect was needed IIRC. The middle sections were created by having lots of geo stacked on top of…
Thanks for the link. I can see vertex painting + masks/heightmaps working very well on a big single and dense terrain mesh like WoW but I hardly imagine it's the case in Diablo 3 since the map has to be random and everything. It seems more like floating geo's displayed on top of the ground with some kind of alpha blending.…
It really helps to compare the methods by actually loading the different textures into a 3d app and panning the camera or moving some lights around. That's when the differences between the different blending methods become very apparent. Once I did that (and spent a whole day trying to reproduce Crazy Bump's results) I…
nearly every system out there can do blending very efficiently. and I doubt that latest ones are any worse than before (simply as particles are rendered blended and tons of gui elements as well) It is more the engine's lighting issue, that makes alphablend very ugly to handle. If a pixel is always solid you can just…
I actually find that using the self illumination slot is not the best bet for getting the appearance of how glow maps work in-game. I use the shellac material so that the additive blending is correct. Here's a mini-addendum- You can keep the material layout that cholden had there, and then add it to your Shellac material…