Hello everybody! I've spent some time working on an anime stylized project, where I used an Arnold's toon shader. I wrote this article to not forget how to set up the toon shader next time and maybe help someone else if they struggle with the same thing. Will really appreciate your feedback on my setup! Maybe there was a…
Looks awesome :) If u'r intrested in supporting FDF mod for Project Reality, pls come to #prfdf @quakenet... More info: http://www.realitymod.com/forum/f388-pr-bf2-community-modding/93013-pr-fdf-hilight-reel-1-1-1-2011-a.html
sounds interesting g3l, someone should do a short tutorial on this, my workmates have been trying to use 1 unity file on a server at the same time(1 doing art 1 doing code) and Im pretty sure its not working quite right.
2048x2048 doesn't make sense for a sky hemisphere, 4096x1024 will use the same texture memory but will map much better to hemi. Correct: Wrong: You'll get much better horizon detail with 4:1 vs 1:1, for the same amount of pixels/memory use.
This might help https://www.3d.sk/photos/search/query//thumb/small/standard/1/premium/1/category-5/21-30/category-115/Woman/category-139/T poses/category-145/White/category-169/Nude/page/1
but i dont know how to make it modular. just having few assets for walls, and floors, that wont make it. that works for a house i think. with walls looking all the same . but not here. here look at the first pic, the 1. that is a hero asset. i cannot make this modularly inside ue. just no. i want all the nice bevels u see…
Hi guys! I am learning about 2 ways to texture large landscapes. Mask creating and terrain creation not a problem. I am more interested in texturing workflows. If someone who is pro can gave some good tips, pros cons what is usually for both terrains for games or in 3ds max, Blender. If I have 5 masks and textures for…
the simplest thing to do is chuck a world space noise texture or two in there to modulate your texture masks you can do cleverer things but theyre all based off that principle This is a quick mock up in designer (the noise and incoming gradient are both moved to -1:1 range, added together and the result clamped between…
Eye candy for breakfast! a great start to my day :+1: If your system can handle working with UE5, then imo shouldn't present that much of an issue whether high res qaudified source or indeed triangulated target mesh?
The Photomerge tool in Photoshop is great for normal panoramas, but it cannot stitch fully spherical panoramas. (This will be added in CS4). Don't even spend time on the mirror ball technique, it's a lot of work and the results are not very good. You are very limited by the resolution of your camera, so at best you'll get…