AFAIK that won't work. B&W is really a photographer tool, for converting color photographs to greyscale while maintaining or improving composition by allowing you to weight color channels so that some colors are darker/lighter than others by using the sliders. It has presets for mimicking colored camera lens filters for…
Hi Billy, Thanks for the answer. I have to retry the Disney PBR, as it wasn't getting anywhere close to 3DO. It might be the .tx conversion in Arnold5 that is confusing. I also tested the PBR GGX setup, and that was giving me the same result as the Disney PBR: The specular roughness is way off and too glossy. In the end I…
Cool, you're almost there. I think I know what the problem is: The Kismet sequences are firing off multiple actions at the same time instead of a sequential order. For example, for the top sequence the "Compare Bool" False output is setting the interpactor's physics at the same time that it is attaching to the player. You…
hey guys - couple rough (super mega rough) concepts of what I"m thinking of. I wanted to do a Diablo environment and settled on Tristram cathedral, interior. Also I wanted to do the same scene but with three variations in texture/lighting/details, since I always thought it would have been cool if the three linear…
DemonPrincess, really nice texture so far. Cycloverid, if his hat's staying on, I'd make it cast more of a shadow over the top of his head, like Zebbie has done. The folds look good, but what about painting at a higher res then resizing? I do that with linear filtering to keep more detail. I noticed his face is lit with…
I have zero excitement for either, I cant stand most open world games, the repetitive missions and overall genericness of most cities in them just turn me off. I have watched a ton of clips for both and they dont really do much for me, the combat looks meh, all the powers are kinda neat but I'm not really into that stuff.…
Man, how the hell did I fall for this thread again? I must have a thing for massive Harry dongs. Who the hell is Harry anyway? As for the boat, the initial texture isn't saying much (Geometry looks fine, albeit a bit linear) but the more stylized style you're going with in the second pic I think would work much better for…
These day, I"m mostly simplified my process to: Unwrap UVW, Flatten Mapping, then a combo of stitching and relaxing before assembling all the pieces into the box. The process is a bit different from one asset to the next, but I like it because I automatically keep an even pixel ratio as long as I don't scale any UVs…
Edge modeling is so straightforward and beautiful. I still start with primitive shapes for most things, but a freaking head deserves to just be set up manually. And for higher-poly heads, unless you're doing retopo on a sculpt, just setting up the major landmark loops from capless cylinders and extruding / reshaping /…
Not bad, but his forearms look incredibly small, there aren't enough polys around the elbows or shoulders for good deformation, and the way you've constructed the shoulder doesn't in any way resemble real anatomy or muscle structure around that area. Get some reference and try to understand how the muscles there overlap…