Hi everyone, my level design tools for Unity are a 33% off for the next 22 hours SabreCSG allows you to build levels in-engine by using additive and subtractive brushes allowing you to very rapidly and non-destructively build and iterate levels. By using brushes and CSG you're able to make both small and huge changes very…
So the high poly version of the helmet is 95% done. Just have a few more details to add and subtract. The rest of the body is just a block out. After blocking the rest out, I will then begin to detail each part. I just wanted to show my WIP on this helmet. Any suggestions? I had a lot of trouble on getting the right shape…
I'm probably totally putting my foot in my mouth here, but couldn't you also create two dot products, multiplied to have different "reach", and subtract one with the other to get the edge mask? Another slightly different idea you could do is map an RGB gradient to the dot product and use that as a mask for different…
a bamboo costs like 75$ as far as i recall shell out the money for it it'll take u miles ahead, trust me and the bamboo itself isnt that bad i have a graphire [damn do i need an upgrade] but the few friends of mine who purchased the bamboo really like it they're artists too btw. otherwise it looks like its gonna end up…
it's a rather easy effect. what you basicly do is blur the image, subtract the blurred from the original to get the difference and then add it to the original again. marked in red is the "optional" mask part not gonna go into the blurring algorithm since it's just the same scene texture offset once in all 4 directions by 1…
You could probably get away with a 2-layer setup. That's how this was done. The behind/top layer is lerp (could also be subtract or multiply) so the upper clouds are dark. The front/bottom layer is additive so they're light-colored. They're also offset slightly, so the additive layer makes it look like they're lit from the…
The bottom right has the math to extract my two masks. I subtract .5 to pull the 127 to 255 range (really .5 to 1) down to 0-127 (0-.5). Then I multiply that by two to stretch it to 0-255 (0-1), then clamp it in case any values were greater than 1. For the other mask in 0-127, I simply multiply by 2 to expand it 0-255,…
Normal maps need to be scaled from 0..1 to -1..1 so usually you multiply by two and subtract one. Aside from that I'm not really sure what you're trying to do - my best guess is you want to eliminate a seam between two meshes and rather than using a normal map you're planning to do it by adjusting the vertex normals using…
Ack! To match your first UDK scene post on Polycount, here is my first solid criticsm of this scene. Much like Conan on his clueless gamer reviews. Here is my criticsm and score: The scene shown is somewhere in between a Batmobile and a Shelby Cobra but with a Tyrannosaurus Rex powered ion engine. Numerical score, you are…
is hard edges really important? lets assume its a normalmap based workflow, then you place hard edges where you have UV seams, otherwise you get shading errors. So i guess the only info you need is the verts on UV seams? i mean yeah you can find both and subtract them from one another, but i guess only broken meshes would…