I like the shapes going on as it's looking much more interesting silhouette-wise :) With regards to the overall scene colour and balance, you could try checking out @Oniram's mini tutorial on Colour Lookup Tables in UDK - essentially tweaking your level's colour values in Photoshop. Can't wait to see more!
Are you using Maya? It looks like Maya. You need to Paint Weights to correct the deformations. In Maya, in your Animation Panel go to: Skin > Edit Smooth Skin > Paint Skin Weights Tool That allows you to paint influences on the mesh for each joint. Lookup some tutorials to get you started.
do the following to get rid of fuzzyness Customize > Preferences: Viewports tab > Configure Driver: Background texture size - 1024 match bitmap as closely as possible Download texture size - 512 match bitmap as closely as possible MipMap Lookup - linear then just toggle your material view on and off and it should update.
Just looked it up http://www.ogre3d.org/tikiwiki/Gorilla Could you provide me some sample files? Is the lookup file ASCI based or a Binary? If it's within my range of possibilities I could create a template for BFG. Otherwise I'll have a look whenever I have some extra time.
Have the engine use cmft to convolve the cubemaps: https://github.com/dariomanesku/cmft Also, check out ARB_seamless_cubemap for OpenGL to solve the seams problem. Depending on the engine min spec it might not be available in which case you'll need to slightly alter the texcoords of the cubemap lookup.…
AO should be grey, it's only "how much light from sky can hit me" mixin the AO map isnt very expensive, the only costs come from a texel lookup, some lerping and one more texture in memory. which of course might be an issue with so many textures already in use...
your diffuse isn't really helping. you should be fine with just a cubemap and some specular highlights. here's a quick test. All that's happening is that I'm doing a cubemap lookup on the backfaces (the inside), then again on the frontfaces, and finally a specular highlight. there's some color and usually I guess you'd add…
I'm still not sure I really understand where the advantage is, I'm not very technical with these things. It seems one is normalized and the other one isn't, but shouldn't a normal map without a blue channel basically be saying the same thing? Would you have to manipulate the map into normal info anyway for it to work? Also…
Finally sat down properly with SF, late to the party :d. Let me just inform you that this is everything I ever wanted from Unitys material-editing :D That's a simple non-realistic custom lighting shader that uses a lookup texture for shading and another screen-space texture for that crosshatching. I'll try to liven it up a…
sounds like a maxscript task to me. you would define your images and then make the script that it runs over the whole animation and computes angle of the "sprite" object towards camera, decomposing that vector into euler rot or polar coords, you would make a lookup in your imagelist and set that as active map of the…