huhhuh? eyetracker could be much cheaper if they could be sold en masse. this shoudl be doable? microsoft for example can advertize it and then everybody can afford it? and where did u get that a 1080 cant handle dfr?
awesome work on the new shaders. here is hair test along with cloth fuzz test. found a bug with turntable rendering, not sure if it was mentioned before. while playing scene turntable, the scene light direction does not respect current rotation. so if the sky is rotated to 60, then turntable does not start from 60 but from…
I too always wonder if that's really necessary. Sure, if your name starts with Blizz and ends with ard then go for the Cintiqs! But does a 10x more expensive Cintiq make your art 10x better? We work with Bamboos here... yeah my studio ain't as cozy, but at least I don't feel bad qhen seeing some of the waste other studios…
1.8 doesn't like alpha channels of any kind, I would avoid using them entirely. 2.0 is slightly more forgiving in this regard but it's still a best practice to remove alpha channels from your input maps before creating a project. The custom curvature input is broken in 1.8. It's not performing as expected due to the…
Definitely one of the topics that gets rehashed a lot, there's a ton of good advice out there already about this topic. Your portfolio repels jobs and 100 things every game student should now (it's not just about branding, but there's a ton of good related general advice). A lot of things in this video are a bit too…
Here you go @Ayples, a few textures from selected buildings and vehicles. There is nothing crazy going on to texture these assets, but we did overlay a few different passes at the top of the textures layer stack: - AO bake, set to multiply 100%. - Shadows baked from a top-down directional light, set to multiply 100%. - A…
I believe the black and white will give you the same result as luminosity if you set every color value in the options to 100 instead of whatever it gives by default. Not 100% sure on this though. btw the latest update is looking nice! I like the pose. The armor and equipment is very nicely modeled! Some very fine work…
Yeah I was thinking too hard about it and ended up taking the swirly bits out at the bottoms. But I'm not sure I hit that painted look. It's definitely stylized, and I'm not trying to match the concept 100% with the textures. All this has is base color and a normal map, no rougness since I'm just testing out…
The basic idea is 100% green is perceptually brighter than 100% blue, so it gets a higher luminance weight. Grayscale mode uses the luminance weighting, but de-saturation uses equal weight per channel. Makes sense when you think about it, de-sat is doing just that and nothing else. More info, incl the weights...…