Hey everyone, Happy New Year! That’s a wrap for me for this
challenge. Learned a lot through doing this challenge, and it’s been an
amazing journey. While there’s still a
lot missing in the scene and some meshes haven’t received a detail pass yet,
I’m not leaving it like this. I’ll continue working on this environment…
You need to get the material node that's attached to the object. first you should use listRelatives to get the shape node https://download.autodesk.com/us/maya/2011help/Commands/listRelatives.html then you should use listConnections to get the shading group and then again to get the material connected to the shading group…
Looking at some of your images I can tell you're smoothing groups are off (unless you've baked a full high res to low normal map for this wall section with edge control). If you're exporting from Max, first try fixing the smoothing groups. A quick test, but by no means the best solution, select all faces, then in the edit…
Hi! I think it looks really cool overall, congrats on finishing the project :+1: If I had to point at one thing to improve, it would be some of the fluffy/voluminous vegetation (tree tops) currently looking tad too busy, the cards not blending with the large shape. To address this (maybe you already did some of it?), you…
Hi :) Regarding the texturing, I would take a look at the Dota 2 Character Art Guide (if you haven't already), also look at hand painted characters (try "yeti" on sketchfab?) to see how other people solve specific problems. You can give the fur more definition by adding some gradients and highlight along the strands. To…
I had to double-check before writing this. Gouraud shading is used with vertex-lighting. What "Gouraud shading" really is, is a way of interpolating values within a triangle. Basically, to render a 3D triangle, the colours on its three vertices are calculated first (this is a mix of the lighting the vertices are receiving…
Thanks MrNinjutsu, it was a lot of trial and error to begin with. I tried maya nhair to start with, but the render time was fairly large and didn't have much control over styling individual hairs. The same went for shave and a haircut, maya paint effects and even just poly modelling it from splines. My friend then pointed…
Cosmic Void: Crew of the Lullaby Hello space-friend and pixel wrangler! 👋 We’re a small but passionate group building an emotionally rich cooperative 2D top-down space adventure, Cosmic Void, where 4-6 players come together aboard the PSS Lullaby to navigate hazards, manage ship systems, and uncover mysteries of the void.…
Do not worry your not offending :) I also hope that I am not offending I think you raise some good points, and XNA sounds like a good program to use if you were going to create a completely new type of shader model like Jorge Jimenez (http://giga.cps.unizar.es/~diegog/ficheros/pdf_papers/TAP_Jimenez_LR.pdf). By the sounds…
Post processing is very versatile, but only available in Unity Pro I think. http://docs.unity3d.com/Documentation/Components/comp-ImageEffects.html Light baking will do some ambient occlusion. Another way to add it to your meshes is to bake AO into the vertex color. This is supported by free and pro versions, but may…