Love the changes, great choices. Colored grime, increased gradients, a bit more wear. All great. Might be nice to have a bit of a liquid drip coming out of the dispenser.
The basic mechanics of that Witcher technique are really cool. I've used the same/similar approaches for various ID related things in a few games - the huge benefit is that it's not subject to filtering and compression artefacting in the same way that texture based masking is. There are some considerations though if you're…
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I'm coming from lots of Unity experience but relatively no shader experience especially with these networks or nodes. Jumping into Unreal 4 and the basic PBL setup (Diffuse, Roughness, Metallic) what can I do to try and push more realism? Also this may be a good opportunity for other people to learn as well? I know there…
I think you're doing too much work to achieve what you really want. You've hard-coded your joint names into your Mel, which leaves your script very local to your current application. Check out the code below which will toggle visibility on and off of descendant joints for any rig you are working on. // I've heavily…
I know what OSS is and how it works. Like I said, we'd get the source frozen at the last version and could do what we wanted with it. OSS projects die all the time. In fact most get abandoned and just end up an abandoned source forge entry. Blender works for the same reason the other 4 or 5 successful OSS projects work.…
First attempt at some Astrophotography :) Also, is anyone able to link to Flickr anymore? Tried pasting the BBC code but it just shows up on as the code and not the image.