mask. Basically, u just can make snow layer that covers all your texture. Then create a quick mask in PS and make it black. This way "by default" the snow layer is transparent. And where u will be painting white or gray in the mask u'll get the snow to appear. I personally would simply make winter camo, but if u want to…
Well, the progress on the final touches for this character were stalled with some conflict with Substance Painter for a bit but I thankfully got that resolved so have just been trying to get good renders made for my portfolio as final steps. I've managed to resolve a lot of the fuzziness and fireflies that come with…
Ok so after 2 straight hours or so of work I have some things to show. First is my model in unreal with a light map. I know bottle is not done yet but I was hoping someone had any ideas on the best way to approach it. Just make it glow. Attempt a painted or other texture. Or a different unreal option I have no idea…
I have been searching for a way to get my particles to glow like you can in UDK. You would just turn the colour value up past 1 and it would glow brightly. But in Unity I haven't found a way to do this. Looking at some of the bundled effects like fire, they look like they employ this effect. I tried to find what values…
Hey there, I manly work with DDO if it is about texturing and so. And at some point I wondered if there is a way to create texures that can glow or at least look like they are for some of my work (will ad the Work as pic on the bottom). Some time ago I worked on a Stonesword with imprinted Rune's and tried to find a way to…
[ QUOTE ] WoW sold because everyone bought into it the second it was announced. There was never any question about WoW being successful; it had all it needed from the moment it started being developed. All it needed was the Warcraft title and Blizzard on the box. Whether or not they made it into a good game and whether or…
sorry about not posting this in technical talk.Can someone move it there?I found 2 errors.My side pieces have overlaps.I should have dragged the sections with overlaps off the UV area.And the dumpster lids hi poly is not close enough to the low poly cage. I still can't figure out why the front strips didn't show.
Hi, I have a simple issue which I think is self explanatory in the picture below. I can't get the Mirror to reflect the glow. Mirror is AutodeskMirror. Glow is output Glare (On); instance glare to slate > Mental Ray > attached MR glow to Mental Ray surface shader > apply to material. http://postimg.org/image/h119sh6tx/
I'd probably try to drastically reduce the polycount of that element (reproject it later if necessary) so you can manipulate it with greater ease to get a bit more even texture flow, or use soft selections and pinning along with relaxing (or combine both approaches) to get the best possible outcome, but there will be some…
For my retro looking sandbox game I tried to create characters that feel and look similar to the ones in Albion Online. Now I am interested in feedback and critiques before I move on. Here's an image of a character in Albion Online: Character Creation Here's the link to my project page on IndieDB: GWAIN on IndieDB Here's…