Was busy shooting a new film this past week, but I did manage to get some new tracks done for everyone. They are on my Fantasy 6 and 7 pages: "Enchanted Places"_Looping "Misty Forest"_Looping "Analog Hero"_Looping http://soundimage.org/fantasy-6/ "Dark Fantasy Open"_Looping "Spell's a Brewin'_v001"_Looping "Some Dreamy…
[ QUOTE ] So far I havent beeing able to find any good info on Itellectual Property in the gaming industry, any ideas? [/ QUOTE ] I'm sure spelling INtellectual Property correctly might help google bring up more info on the correct subject. I don't mean to come off like a dick, just suggesting that might be the reason why…
i never got into this. Friend gave me the free trial. Played for a week and was like ummm ok this is rather gay. I mean it sounds cool with the huge raids and all but spending 15 bucks a month isn't really my thing for a game like this. I like to get outside at some point during the day. Playing games like this would spell…
That sucks ruz. =/ I had a cat at one point that had something similar, only this was called FIPS Feline Infectous Peretinitis (not sure about all the spelling...). I ended up having to put him down because his body kept filling with liquid and basically sufficating him internally. Like everyone else said, as long as the…
Are you trying to relax the shell without cutting it first? I can't see it very crearly by your screenshots, but if that mesh your are trying to UV is closed you are not going to get good results just by relaxing it, just because it doesn't have any opening from where it can be relaxed and create a flat UV. Think of it as…
Woah, resurrected thread! I have made a ton of progress since then. Looks like tessellation and displacement mapping are not the "make it look pretty" buttons I thought they were going to be. You have to be extremely careful with texture stretching. Another huge pitfall are mesh seams. These will happen on UV shells when…
I really like the design, the larger arms have got an ace scary weight to them and nice believable dull shine. Personally I agree with Rhoutermans, I prefer the fleshier one and I think It would look better going more that way, with an additional slim quality on the pale sections maybe. And more shine on the Eye, and…
Update retopo'd in 3dcoat after I did some tweaks suggested by one of my teachers. Thats the low poly in Marmoset. AO baked out of xNormal and Normals baked in 3DCoat. Base color slapped on and a cavity map was generated from the normal in xNormal. I'm only getting a single normal seam and I don't know why. Its on the…
Let's say I have a large asset of an old stone wall. I want the wall to have moss, dirt and a stone base material. I know I need to make masks using Painter that I then use in UE4 with my tiling materials. Here's what I know... From what I understand is you make 2 UV channels. UV1 is a 0-1 layout of all the UVs with no…
Long topic field I know. I was wondering if there is a way to use ambient occlusion to determine how much a surface can be lit? For example, if I wanted to use a falloff map that uses the light and shadow functionality; could I use and ambient occlusion map or material to determine how much light will affect the falloff…