There was only one problematic thing for me in old TexRipper. When I was working with high res photos, image popping up after selection was covering all my screen, and could not be moved more than half of the screen. Resizing it was changing output texture too. Is there any solution for that in old TexRipper?
What an amazing looking game! Yeah, that's the way forward for the causal gamer, maybe windows 10 for the bigger screen/surface pro/laptop with the flip screen? Can a visitor watch so they can place it on the TV/projector for the rest of the party to watch? [ame] https://www.youtube.com/watch?v=9F_HWzB1CyQ[/ame]
What you're quoting there seems to be the description of screen blend mode which would be : color = 1.0 - ((1.0- baseColor) * (1.0 - blendColor)) example say you screen blend red and green. Inverting them gives cyan and magenta. multiplying cyan and magenta gives blue and inverting blue gives yellow.
CrazyButcher nice find on the whitepaper stuff. Totally interested in their lighting and alpha blending. Brice Vandemoortele the easiest way to tell something's not in screen space is move the camera around and if the effect's not changing each frame it's not screen space. That and when you move the character in front of…
After locking a background HDRI, you can still edit the rotation using this button: Yeah it would be cool to have the stroke type selector always on screen, but I've gotten used to just pressing E to bring it up right where my mouse is on-screen, and is a quick workflow once I got used to it. Coincidentally, saving a brush…
Morten: Any chance you could post the HLSL/CG code for building the screen-space transform matrix? Trying to build a shader to test these out but I'm struggling to get my head around what's needed to transform into screen-space rather than tangent space.
Bah. It's good solution to complement world space GI. For something like tree branches. Or very localized GI. But on it's own ? I agree, screen space GI alone is useless and you are better without it. Unless by screen space you mean color bleeding to nearby pixels.
Sorry for the lack of updates, been working my ass off lately and chillin for a while. Anyway, here's some screens from the next 5 props, will post detailed screens on each sooner tho. Worked on this for like 2 days and done. Some tweaks here and there. Enjoy !
Stick it in a game engine and see it at the angle players are going to be seeing the textures. The big thing that concerns me is that there are edge details you've painted that look great on my screen when it'covers 40% of it, but does it show up when it's only 5% of a game screen's real estate?
@nomadSoul2501 haha right that bloom is rather insane and here you go, some screen shots from eye level :) i think my scale is a bit to small judging from the last screen shot but im close :) let me know what yall think :)