beauty noun \ˈbyü-tē\ : the quality of being physically attractive : the qualities in a person or a thing that give pleasure to the senses or the mind The above is very subjective. I can say the most of mundane is beautiful. The famous plastic bag floating in the air almost dancing akin to American Beauty the movie could…
in general if you hear about weights it usually means that something will be associated with a number value, usually between 0 and 1. So if you have vertex A and vertex B, and you have Arm and Foot, if vertA has 0.2 weight to Arm and 0.8 weight to foot, it will go more towards the foot. And vertB has weights like Arm = 1…
I'm just looking through sounds of Twilight Princess and import them to UDK without any processing. Then I create sound cues that allow to play sounds in specified order, with defined volume and pitch. There are not so many possibilities. For example, i can't play a sound from spicified time, just from beginning.
I'm thinking gold. Which is kind of tricky to represent with just a diffuse. Definately gonna add a few dents and stuff. To match the in-game lightbulbs, the glass will be transparent. The wire inside will glow though. I'll throw the maps up as soon as I'm done! But for now, It's time to take a break and listen to some…
Great Job with the textures Erich I am really digging the sidewalk! The street looks weird tough. No sure what you are trying to portray with the broken looking diver. Your reference shows a clearly defined divider element. Overlaying the brick on top makes it look like linoleum. Keep up the Good Work!
These are neatly rendered. Though diamonds are usually more defined by their internal reflections than exterior shininess. One way I tackled this recently for a hand-painted asset (no reflections whatsoever) was to layer an interior shading as dark blobs on top and bright blobs on the bottom, then have the sharp…
I found this line in the .fx and uncommented it. // extra technique for two-sided alpha #define ALPHA_TWOSIDED This produced no results. I have no experience doing anything with shaders other then following supplied manuals. Is there another step I must take before it works like compile it or something? (and if so, how…
CryEngine 3 uses a deferred lighting setup - unless you render things forwards, you can't define a 'special look' by it's very nature, because information like lighting vectors is not available. Why more basic shaders that do not use custom lighting setups or post process is not available, I couldn't say.
The skin texture definity needs the last "push". If you take the quality of the whole model similar to the saddle this would be a good step. I would try to take a look at the riverbeast mount ingame for "skin details". It has a very similar feeling regarding mass and body to sattle ratio. Beside of this really nice work
nCloth is definitely the way to go - It will really help with the cloth. I guess I should talk about what I circled and wrote out - pretty much you just need to define different materials for the circled areas. It's not all going to be green metal. The tent poles should be different, the axles should be different.