Those are slightly better than I thought I would see. The characters where not ment to hold up at close distances I'm guessing. It looks like the standard NWN view is what they had in mind. Some things still could have been done to help them out. I would like to see more texture blending between the buildings and thier…
Hello there, I am having some issues here with shadows and lightmapping. Im not sure what is going on and it is very frustrating. With that said, Im having issues with shadows bleeding through the wall. Ill post up a series of photos maybe this will help you understand. I have tried to work on this for over 2 days now…
Greetings. This is the final submissions thread, please read the entry rules below carefully: This thread will lock at midnight December the 27th. (week long extension) Any additional chatter will be deleted without warning. You must have a development thread to enter the challenge finals. Entry Procedure: Name: (your…
Hi PolyCount members! --*Go Down for latest posts*-- I'll be posting the progress of an unreal based project here. Feel free to give feedback, always welcomed! The project is based on this artwork made by a great artist named Alexander Chelyshev. I'll be adding my personal twists to the project while keeping the same…
Hi I've been really impressed by ambiant occlusion tecniques to generate a dirtmap but I've been wondering if it was possible to get a 'wornmask' in a similar way. By wornmask I mean a map showing were the object is likely to be exposed, hence wheathered. pits&peaks is a nice max utility that generates vertexcolors based…
Hey everyone! I've been working on a new project in UDK and set up a Master Material just to get everything started. While there are many wonderful examples of master materials on the web, there aren't very many that have been released for download, so here we go! UPDATE: 8/17/2013 Quick update for today. Bug fixes thanks…
It really depends on what game engine you want to use, but here's some examples of it action. [ame=" https://www.youtube.com/watch?v=0V6bit8PrZo"]Advanced Vertex Blending Material - UDK - YouTube[/ame] [ame="https://www.youtube.com/watch?v=rdWrWfL5E4c"][UDK] Flowing Lava Vertex Blending Material - YouTube[/ame]…
np. grabbed that from the reference thread in Technical Talk some time ago. funny thing i was surprised at how odd that silencer looked. i had been using a reference that had that same silencer for a while and didnt even notice it until the other day. :D for your textures. one thing i instantly noticed was the smudgy…
Mask red channel goes to multiply A and vertex color red channel goes to multiply B. Then the result of that goes to the layer blend alpha like on the picture. This makes you being able to paint where to show the moss based on the mask. About the layered material approach: Currently you don't want to, but imagine you have…