I am working in Unity. I have been working on a foliage shader but am stuck on its lighting. What I'm looking for is double-sided translucency in deferred path. If a quads frontface is lit, its backface should also be lit and vice versa. I have had some success with custom lighting but that means forward rendering which I…
Food: Cut back on crap. Sodas are wasted calories. Chips are wasted calories. Drink diet soda if you must drink something, an switch to fruit/veggies/nuts for snacks. Eat slower. Listen to your body if it says it is full. Don't go back for seconds. Give yourself a reasonable portion, but don't feel you have to finish it if…
Humm I see your point. Those articles did expand it a bit. I do think its a little odd that while it was a site she used and endorsed it, but now that it stands to beat her to the market and make a fair chunk of change she's running it down as much as possible. I think the point that having info categorized in lexicon…
Hi guys, I'm looking for an artist to help me flesh out my isometric shooter with PS1 style graphics. Ideally I'm looking for someone who is: - Versed in UE4, understands how to optimise models and materials to be as efficient as possible- Can model low poly environments, and light them using baked lighting in UE4- Can…
Great work! Can you show us the lighting setup in UE, Everything is lit well, but it has a good contrast on the other side! Also, that Environment thing, looks good. you made an opacity mask for it?
Damn dude! I've been hoping around characters a lot. Decided to wait on Monk play until this patch, as so much stuff is changing and will need to regear a little. My normal WD has turned into a BEAST http://us.battle.net/d3/en/profile/moose-1283/hero/8357167. been playing WD and sader a bit, have found my 3 favorite…
You may just have to retopologize both pieces together as a single mesh, it'll probably be a bit tricky but you should be able to get it under the poly limit without having to redesign it. The set looks awesome, let us know how you get on! I've been working on a custom spiderling based on a jumping spider but I've hit a…
Hi guys :) So, the problem: Cook-Torrance calculations inside "surface" material domain works fine. I doesnt see any problem or artifacts. In case of "surface" domain, all normal or "N" calculations are taking from normal map transformed from tangent space to world space and then normalized. Calculations of same shader…
Much improved over the first version, but she still looks far from attractive. I'd make her whole lower body a good deal bigger, especially lengthen her legs and waist a lot. I'd make the calves a bit bigger and curvier to match her thighs more. The toes need to be more streamlined. The breasts look very tacked on. They…
I like it, and props for doing the models yourself! Nothing major wrong with it at first sight, the rock formations look convincing and the distribution of foliage seems spot on for the most part, but perhaps you could play with a couple of different light situations, as midday and very little shadow are pretty difficult…