I'm doing curvature bake from a lowpoly mesh. Obviously, this results in a 1px wide curvature lines being left at the seams, since nothing like curved chamfers exists on a model. I'm interested in widening the convexity and concavity lines to get a certain world-space radius consistent across all my models. The most…
Thanks for your feedback :) I have been working on scene to get it finished. I've got about a week left till my deadline. here's my updated scene. I have been using a variant of tiling textures to get the bulk of the scene done and blended the textures with a moss overlay. using the same textures across the board to ensure…
We are removing the high poly step from most of our workflow here at Cold Iron, only using it when it is necessary. Caveats include but are not limited to: 1. Must use custom normals. Maya does this by default now to an ok degree. We have custom tools for workflow purposes. 2. Must eat the cost of using extra Verts/Tris.…
So sad all the time. lol oh yeah I tried making a gradient map for the vertex blending. I am getting all sorts of errors I will prolly make a new thread and post new problems up there. It looks like you worked around some huge technical issues to get the vertex blending to work right. I just assume it will work right; I…
First off, great job Milly! She's really turned out great! Some feedback - -Overall, I think the colour scheme is great. I think she reads very well. I think her hood is ace, especially how the rest drapes down her back. I really like her eyes, especially on the second picture. They look "alive" to me. The metallic plates…
So here I like to share with you all the nice guys of polycount land, my new Snow full!! environment. this part of the game take place at the mountain picks, the game is 3rd person action (mainly a hack and slash one) that will be released in the near/far future!! So I think the pipeline has been talked over here and there…
Hey Melviso, just to clarify whether or not you mean textures or materials in UE4. The page you linked still uses multiple textures each arrayed on different UV sets(UV channels). Implementation of that into UE4 would essentially equate to the same thing; multiple textures all blended into one material. The flip side of…
uhh lovely work again :) one minor critique, found the two column text a bit confusing, feels unnatural to read. the firefly lighting I would suspect is simply screenspace volume intersection via stencilbuffer. Sort of the same that doom3 used for shadows (extruded shadow volume intersected with scene), but here just the…
Off the top of my head, there's Lattice and Wrap deformers, With lattices, you can use the Deformer set editor to add/remove additional objects as you go. Wrap deformers can be a bit messy in general, but you can use them like a custom shaped lattice and can give great results depending on the scenario. I don't think you…
joshschmitt: Nice man, interesting take. I really like the water on the ground. Are you using UDK? How did you go about creating the blend mask (assuming the ground is vertex blended)? neverwander: What tkfxity said, you probably just have to flip the uvs on the back faces. tkfxity: Looking good! Vailias: Be careful about…