Normally I try to be self-sufficient but I'm at a loss here. **Note this is UDK** Water shader is Blend_Translucent/MLM_Custom and currently allows fog. Is there a workaround to make the fog appear above the water's surface w/o tossing the opacity?
I don't think there is a way though, since the mesh is in 3d space (XYZ coord) and UV is on 2d space (UV coord, if we ignored the W coord), max wouldn't know how to interpret the additional axis.
lol nice resolution eld. xvampire, yeah, it s kinect, w cameras and that wand, but he has those glasses on for a display, which is the really cool part, you can probably even get parallax out of it.
Dynamic shadows are a pro only feature. They are nice, but no where near CryEngine quality. And tbh, for performance reasons, and quality, lightmaps are a better way to go w/ Unity. A Unity Pro license though isn't all that expensive.
Get a Aerial Atom! Just as fast as a Enzo Ferrari but a fraction of the cost. (cept theres no roof, no windsheild, no stereo, just a supercharged Honda V-Tech engine straped onto a tube chassis w/ 4 wheels! )
And I'd be that artist. This works very well for my workflow. In combination w/ a hotkey for poly select by angle (5, 45, etc) it can get very fast to setup big areas for a Meshsmooth + by smoothing groups setup.
When placing your AO onto skin, make sure to shift the color w/ a hue/saturation slider. If you leave it black it makes it look dirty and unnatural. If you shift the color to complement the skin tone it can really make it pop.
W-ha-t!? Ok... that is a weird fix that doesn't make much sense. Windows Ink seems to cause so many problems with pressure sensitivity it's crazy what a pain in the ass it is and that link is great! Thanks for posting the fix for others that will stumble upon it.
you have bad lightmap UVs or bad lightmaps. Try rebuilding the lighting and if that doesn't fix it check the lightmap UVs. It might help if you have a look at the scene in "Lighting Only w Texel Density" mode to check for poor lightmap UVs.
Add a slight blue hue to the spec for metal, that will help give it the blueish look. Also google metal patinas and tweak / overlay / soften light w/e works for you, it helps with some slight colour variation to break up the metal etc.