I usually multiply the alpha output of a vertex color expression, with the alpha of the texture I'm using for the particles. Then I filter this into the alpha of the DepthBiasedAlpha expression. This, in turn gets output into the opacity node. The number in the DepthBiasedAlpha expression is supposed to determine when the…
Heya Would love some more crit on a wip bust (i posted this a while ago), and instead of bumping the old thread i thought i'd share how i try to polypaint realistic (i hope) skin textures from scratch. Realistic skin is a bit of a mindfuck, and i want to share a bit of my research - just dont hate me too much, my anatomy…
This is definitely true quite a bit sadly, as studios will do internal hiring rounds first (usually), ask if people have referrals second, then quite quickly after that they will post online. So by the time a post pops up online, they will usually already have a batch of applicants at the top of the stack. This is where…
Just in case you didn't know this, in UDK you can use the changesize command in the console to change the height of the point of view, combined with some fov tweaks you can usually change stuff around to your liking. I usually stick it as an automatically executed console command in kismet (along with the FOV change), when…
@SA_22 - Dont worry! the zipties are on their way :D @Athomield - Thanks man! glad you guys like it, quite a "niche" subject but hopefully with abit of work it'll look more interesting than your usual car thread :D @RoosterMAP - thanks man! you'll like this update then Updatez More progress on the 200sx Drift Cinematic,…
Yes, a manual retopology is required to ensure you'll have an animation-friendly mesh. "I need to have a low and high poly to baked it ?" Yes, if you're going to create an optimized game asset to be rendered in a game engine. "And finally how I'm doing for this mouth !?? XD I need to close it to rigging or stay like this ?…
Deleting the HTTP:// usually does the trick. Make sure you have automatically embed media checked under "go advanced". It's a finicky mofo though. Here: [ame]www.youtube.com/watch?v=zBMGDz6WyiA[/ame] r_fletch_r, reminds me of working at Tantalus. That stuff got completely out of hand - by the end of it, people were hiding…
What software are you using and do you plan on taking this into game engine? if so check it there to see if it's a software problem or graphics card. Game engines sort transparency better than 3d softwares, so sorting is usually an issue that can't be avoided. Sort order is determined by newest vs oldest vertex created.…
Well if you're doing something relatively artistic then yeah you're probably an artist of some sort. I agree with Saman on this one, usually to me it's about the skill level. You can be considered an artist but maybe that is one thing that will be judged by your peers, and it's usually if you're very creative and skilled…
nah its not only that, only if you are focussing pretty close to the face your eyes tend to cross, usually they are rotated slightly outwards also something which makes eyes usually look kinda weird is wrong diameters, most of the times people do them too big, however in your case as you stylize them it's not that much of…