Hi, I'm having a problem with my CG tessellation and displacement shader. I'm doing this in unity but I'm not sure this is related to unity. To make it short. I use the diffuse texture alpha chanel as my displacement source. I set it to 128. I calculate displacement like that (DisplacementCenter = 0.5f) float vHeight =…
Wow! I guess this is how it looks like in a game engine.. it's awesome! Feels like a painting. If I look really closely, there is a pile of snow just above the two small windows on the right part of the building. That pile of snow looks a bit floaty and I dont' really like the linear end of it. Also, maybe I would have…
It misses the point of the original completely, and turns into the most generic sounding fps. I mean how do they right this rubbish, it sounds like its straight out of a movie scripts bin. The whole point was you werent an agent, you were the guy controlling the agents, they were just empty drones. You were a god…
Do you work with curves/splines? In general it looks like decent motion, but it feels very linear and rigid; There's some easing, but I'd definitely emphasize it more to get a better sense of weight. E.g. the rigid movement of her arms when changing pose, as well as her feet. For the dog, I'd look at greyhounds and how…
@bac9-flcl run mesh cleanup command on your low-poly mesh a couple of times. make sure your hi-poly(source mesh) don't have any uv map. If it has an uv map then make sure it don't have same uv map name with low-poly uvs. hide all other meshes except the ones that are subject to bake make sure your normal map texture…
Yeah listen to Jessica. When you've finished unwrapping always spend a few moments checking your texel density, how your uv's are laid out and also whether you can mirror/overlap uv's to maintain resolution. Because texturing has a linear workflow you want to get this step done correctly as its painful to resolve later on.…
Wow great looking blockout right now. Very epic and great choice of music in your video. Great variation in your level as well. Im mind blown how big it is. You really have your work cut out for you :D Though I know its still very early but you might want to add more blocked off side paths to your level. Right now it feels…
Been watching this thread as it is great work so far, really enjoying it, hoping to see more! Zwebbie! Don't leave... just be the change! You could take the 3d and progress to storytelling like film and videos... is linear stuff... but allows for more art. "How do you play art? How do i pop heads with art? I just need to…
The disc looks like Link's shield with the triforce in it. The legs and arms look very stiff like a dead mummy. Imo. its better to model them with some more relaxed natural pose, bend the arms slightly, same for the legs. Body parts have no perfect linear flows, instead there is always a swing or curve in them. Obviously…
actually it's better to lerp than multiply. if you do a linear interpolate, with a low value of 8 (in channel a) and a high value of 256 (in channel b) and use your gloss map as the alpha, it'll give you a much cleaner result. the reason for this is that your gloss map has values of 0-1 with 0 being black and 1 being…