I would love to get unreal source but all that signup b.s. if people want to p.m. "gems" i am all for it, don't plan to sell anything it's learning and fun for me. If its changes I'd then do all that signup, b.s. (y i do not do it myself, all those agreements atm i do not agree with, it was available before and now its…
Greetings Friends, I have some brand new music to share with you: On my Fantasy 13 page: "TREASURE CAVE " https://soundimage.org/fantasy-13/ On my Funny 8 page: "SNEAKING AROUND QUIRKILY" https://soundimage.org/funny-8/ Ogg Music Packs Please make sure to check out my Ogg music packs which enable you to download all of my…
Hi everyone I released a psx/ps2 weird retro style env haha You can find image here and you can download the scene and all the assets on itch for free, feel free to use them in you're project ! Also i'll post some timelaspe on my twitch/youtube channel if you're interessed in the process. feedback are welcome !…
Exactly.. just to give the particles a litle "twist".. even simpler than playing with the inital rotation velocities etc.. because i always forget all the options for particles ::sweat_smile:
1st, i'd like to say i admire all peoples of all walks of life, however this img looks like a moment when someone discovered "technicolor". Black & white to Technicolor, but yes i too when experimenting found that darker tones are difficult, which is strange cause then that would fall under lighting issues in shader code…
Hey everyone, I hope you're all doing great. This is my first post on polycount and here's a character art piece that I'm working on. It's based on a concept by MinTiger (Jang Minho). I'd like to get some feedback, and you don't have to hold back. I'm particularly looking for input on the proportions before I move on to…
Well, that's simply how Shadows/Highlights operates - basically working as an edge detection filter, similarly to Unsharp Mask. Instead you need to use methods affecting all pixels the same : Levels, Brightness/Contrast, Curves, and so on.
It's like asking why there's no good road PBR textures, water shaders have so many different requirements and needs and layers that no one size fits all solution is going to exist. Same with roads, terrain, grass, etc.