one way would be to follow all perspective vectors of 1 axis and use their average screen crossing point as y- screen coordinate of the horizont somewhat like this:
3DC and alike are a two component format only. Which means X & Y of the normalmap is stored, and Z can be reconstructed in tangentspace, as it will always "face up a little".
It's like looking at pages from a Euro comic. Beautiful stuff! Any plans to replace that chrome-y water shader with something that actually matches the rest of the style?
Hi there! Is there a way (node) that I can use in order to act like a trigger depending on the rotation of an object in relation to the World? (I'm sorry if the question is too dumb). e.g.: If object is facing -Y, then...
Thanks for the pointer man I was using similar techniques to thet tutorial you posted but I will definite;y do touchups on the texture continuations as well as probably pulling the ffect of the overlayed textures down
Did you want a fairly blacksmith-y Thor? As well, I don't know if you intended to, but theere's actually a Sketchbook designated section of the forum: http://www.polycount.com/forum/forumdisplay.php?f=53
If you select your mesh. and Shift + RMB/ mapping... Do you get the options for planner map x planner map y planner map z Or is the options missing from here as well?
I'm diggin the high res. Something is off with the skin texture though. Looks plastic-y, but sorry, I don't know what to suggest since it's something I'm currently learning more about.
The hook and the scarf look quite gooey, very wax-y. I suggest you define the creases and smooth areas a bit more sharply, otherwise it'll just read blobby from ingame.