Exactly.. just to give the particles a litle "twist".. even simpler than playing with the inital rotation velocities etc.. because i always forget all the options for particles ::sweat_smile:
Greetings Friends, I have some brand new music to share with you: On my Fantasy 13 page: "TREASURE CAVE " https://soundimage.org/fantasy-13/ On my Funny 8 page: "SNEAKING AROUND QUIRKILY" https://soundimage.org/funny-8/ Ogg Music Packs Please make sure to check out my Ogg music packs which enable you to download all of my…
1st, i'd like to say i admire all peoples of all walks of life, however this img looks like a moment when someone discovered "technicolor". Black & white to Technicolor, but yes i too when experimenting found that darker tones are difficult, which is strange cause then that would fall under lighting issues in shader code…
Well, that's simply how Shadows/Highlights operates - basically working as an edge detection filter, similarly to Unsharp Mask. Instead you need to use methods affecting all pixels the same : Levels, Brightness/Contrast, Curves, and so on.
It's like asking why there's no good road PBR textures, water shaders have so many different requirements and needs and layers that no one size fits all solution is going to exist. Same with roads, terrain, grass, etc.
Hi all!Recently finished this environment (in UE5) and wanted to share!Let me know what you guys think :) Videos and some breakdown stuff can be found on the ArtStation post
Hey everyone, I hope you're all doing great. This is my first post on polycount and here's a character art piece that I'm working on. It's based on a concept by MinTiger (Jang Minho). I'd like to get some feedback, and you don't have to hold back. I'm particularly looking for input on the proportions before I move on to…
I'm honestly in awe of this project and still am. Thanks so much for sharing, its so inspiring :). I hope you don't mind me asking but i was wondering how you went about creating the gradient map as a base for the character? was there a specific process or mostly from combining various map passes? Did you also combine your…