I'd like to create a mask for my particle material based on how many particles are behind the current drawing particle. Basically it would be a depth mask but rather than being based on scene depth, it would just take into account the other particles. If the particle looks behind it and sees nothing then it draws black on…
Is there a brush in zbrush that will allow me to draw and if i go over the same area again it will not raise? For instance when i use say the "standard brush" with zadd it will raise the area i draw across and if i take my pen off the tablet and redraw over it will raise further. I am looking for a brush that will allow…
Heyo Everyone :D So I started drawing Ahri and my friend told me about this contest so I thought why not to join too ~? as the title said I gonna draw Ahri ! I not really good at splash art but I hope it won't bother anyone :'( I love her classic skin so that the skin I gonna draw <3 Here some progress on the…
While I was working on the grid thing today, I also made a tool that turns a polygon mesh into a signed distance field volume texture - That is visible as an asset.. Not very useful in this context, but maybe I can use it somewhere else later. This is the normals of the generated sdf. I know what you are thinking, but…
I believe that a two sided shader is more expensive than actual geometry. Two sided shader turns OFF backface culling forcing the GPU to render all triangles (might even be 2 draw calls...). Actual geometry backfaces get culled by default resulting in less triangles drawn. So as cholden says avoid the two sided material…
Thanks for the link! I didn't think of warhammer online at all when I was drawing these pillars. The thought came to me after you mentioned it. And it does resemble it in a sense. However, I don't want to make this environment resemble the High Elf environments too much. I want to make it slightly darker themed, dirtier,…
Thanks again! It's not really about the orbit though. It seems that the guide plane itself is not located at the last draw point but rather at the center of the object. So the last drawn vertex is not the center, which it should be for it to work properly. Have you tried using it yourself? Maybe I am doing something…
It's great that you find this helpful :) The great thing about this technique is that you don't need necessarily polyboost for it, every other retopology tool could be used instead (for instance before polyboost I used ShrinkWrap from the TIM script pack ...max retopo script could do the work also). In the above slides,…
Just a quick update. Last night i began to create the basic tileable textures which will be seen in the scene. The first one is a cobble tile for the pathways.The diffuse at the bottom left just has some basic color info with the AO applied so i can see the normals better in UDK Last night i generated normals,AO light maps…
Ha, neat choices here fun looking little project. I hope it takes off well & its completed, rooting over here for ya. It is nice to see something i collected also once upon a time, if you want some pix for references (only if you can't find any) i got the comix still laying around here in a box in my closet, some cards…