Wooohooo! Suns win in game 3! The odds are still a little stacked against the Suns, but this puts them in a better position against the Lakers. The defense they were playing was a lot more effective against the Lakers last night. The Sun's offense was actually pretty bad, but the Lakers were also choking a bit on the…
maybe multiple texture layers is the way to go? bottom layer = color layer to scroll from "day" gradient to "night" gradient. second layer = tiling clouds moving quickly (they'd have to be lit somehow)... third layer = additive decals for sun and moon? just a thought, not sure exactly what is possible with XSI. the…
If you want to blend two normal maps together: 1. Half the intensity of your blue channel on the top layer (make it go to 128 max instead of 256) 2. Set top layer to overlay 3. Merge layers 4. Renormalize Works perfectly for me. If you forget to lower the intensity of the blue layer, you'll destroy any info from your…
* stack / offset in UV1 will always create butterfly effect in texturing. As for seams, default materials that use material finish filters or if you use finishing filters in layers this is totally normal behaviour. *To avoid finishing filter seams you make logical UV seams so that seams are hidden.
I think what Naima is asking might be one thing I've wondered myself. I do know about morph targets but say for example I store a morph target on a flat plane with no scuplting done on it. Then I mask out areas of the plane and go over it with a layer brush. Now the awesome thing about layer brush is if I go over something…
@ PerfectChaos. Thanks! :) I work with as few layers as I can. I used to suffer badly from layeritis and I needed to create a new layer for every brush stroke. Its so good to be rid of that curse. For the First Contact image I think i had about 4 main layers for the character (Base, Detail, Shadow and Lighting) but when I…
Cool project! Love how the arms turned out, shame we can't see the animation of the movement, maybe later on artstation when it's done? =) Nice progress so far, keep it up!
I'm currently working on this planet generator for my physics sandbox space artillery game called Dots In Space. Here are some examples: It is done mostly inside a UE4 Shader/Material with lots of parameters that get randomized. Basically lots of mixing but only 5 textures, which are normal maps with greyscale which often…
- The crown should look special so it that it makes sense that those characters are stabbing each other for it; - The crown should look alluring enough that people that look at the image think "wow, that is a nice crown, I want that too". If the crown is in an isolated layer it should be easier to manipulate it. If you are…
You can texture one set entirely, then put all the layers into a single folder and copy-paste that into the other texture sets. Depending on how you laid out your UV's, you may need to rotate some of the fill layers. It would make sense then to make sure all wooden boards have their UV's running in the same direction. You…