You can use multiplacative mode colouring in code. Take a base texture, and use the alpha channel to mask areas that you want recoloured - white=100% colour, black=0$. That way you can not only mark the areas you want to change, but have fade in/out.
sounds cool, never used it (maybe some use for my ultra expansive and equally usles joypad) edit: doesnt eat my usb joypad (maybe cause my didi drivers aren working) nope, dont get it to work, no midi drivers for 64 bit mode
Hi! I think ziz makes a good point, the environment would benefit from some more geometric detail. I would look at the silhouette of things, that those don't read overly low res/ facetted. Situations that silhouette the most would be probably edges/ corners. I think generally having more geometric detail around camera/…
For Unity, we provide a shader library written in HLSL with the blending functions. For Unreal, we only have material graph examples. Do you have a specific engine in mind? Note that the blending code itself in the shaders is not special, it blends 2 frames using motion vectors to distort UVs. The thing that makes blending…
Sup dudes! I'm here to share my process with ya'll, get some feedback, answer any questions you may have, and hopefully contribute something positive to Polycount. I also want to thank all the people in the WAYWO thread that gave me some encouraging comments :) thanks dudes! My process is kinda still in a pre-mature state.…
Killer work man! That first knight/demon guy from Age of Reckoning is insane. On another note, you have the same name as one of my favorite pro skateboarders from back in the day who rode for Birdhouse (Tony Hawk's company)... just thought I'd mention haha.
/judges reverendK /shakes head Seriously though, I like the design, the only thing I'd note would be the helm and the belt buckle, they're a bit on the nose with the owl theme. Maybe something more abstract/subtle would be better here? Not saying that it's bad or doesn't work, just nitpicking ^^
this seems a bit unfair, but funny none the less! On a technical note; if you are fighting the "undead" - who are meant to be dead flesh that is somehow animated by the unknown - why then, if you hack them to bits does blood come pumping out? Surely the body is dead flesh, ergo the heart does not pump.
dur23, I dont quite think thats correct mate. You seem to be looking at it a little wrong. Look at the texture UV as a tile-like surface, constantly repeating the same image. In other words, unless the engine has support for this coded in (none that I know of do) it wont work.
Hi! What does the mesh shading look like without textures applied? Did you transfer vertex normals for the haircards in order to get consistent mesh shading between body and cards (https://simonschreibt.de/gat/airborn-trees/ - in Blender the Data Transfer modifier can be used)? I'd ensure cards conform nicely to the body…