Yeah the particles were an afterthought. The big thing was getting the 1300 boned skeletal mesh in there and working :D Gizmosan is working on the dusk and debris fx ;) cheers!
Hey guys, decided to get my workflow into polycount and get some more crit :) :) . Lets roll. I study at the University of Hertfordshire and I have been given a brief to make a mock video game trailer. The fist step was to get a team together and come up with an idea. So I got the group, here is the game pitch: (note, if…
Visigoth, looking good, great use of uv space. Black spots are most likely overlapping uv's, you need to offset in the uv space by 1.0. for example, looks like all your rings are stacked. Move all except on over 1.0 in uv. Then it will only bake one and the others will have that bake tiled onto them. It won't give you as…
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…
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…
As long as the texture itself is tile-able, just model out your plane, assign whatever shader you need, and open the shader attributes. Then the box to the right of color, click that. Choose the file texture type and load your texture. Then in your hypershade you should be able to find a place2dtexture box within the…