I don’t quite understand how hair cards work for real time
rendering in game engines. Can somebody please explain how a polyplane
translates into hair in a game engine? Does it work the same way grass does? Where you have some
geometric planes with an applied opacity map? (If that is even correct...) I ask because I used…
So I need to give these fur areas (circled in red) transparency. Does anyone happen to have suggestions for making the alpha map specifically for fur to retake hair ends without the fur looking too soft. programs I have for this: 3D coat and photoshop
Hello , How woudl you judge my first works on Zbrush , when I finally got toknow some tools? I didn't want to spend an exagerated amount of time just because I am using this to make a mod and not a serious work and I am doing for fun and learning the tools .... I skipped on purpouse themaking of fur couse Ipreferred to use…
Small update / extra question: Thanks again for the suggestions. I looked at a few portal VFX tutorials, but most of them are more focused on Niagara particles or gameplay portals. What I’m still struggling with is mainly the material/shader structure itself. Right now, my biggest issue is that the portal still feels too…
Looks pretty awesome. I bet if you posted this somewhere other than a 3D forum, most people would think it was real at first glance. I think the nose could use some more glossiness. It looks pretty rough right now. Also, it's lacking the bumpiness that these types of noses have. Like this... Also, this otter looks really…
With the fur it's 12,392 Tris. Without fur it's 9,496. I forgot that I put a lot of detail into the backpack as well so when you exclude that it's down to about 5,900 tris. What's a good range that he should be in if I were to optimize him for something like a game engine? I know there's definitely a lot I could downsize…
That actually looks pretty nice. In the end, I'm leaning towards a stamp brush, or some thin ellipses with some scatter for drawing fur. It wouldn't be too much work to work a gradient map after that to get something less monochrome, or to handle base/tip color. ^baked fur on the lowpoly model. So, in this exercise pretend…
Bah. AC3 somehow managed it on prev gen with more characters on screen (;. Anyway. Games is good. But I say, that tactical mode is completly not needed, and I rather see Dragon Age evolve into Mass Effect combat entirely. Game would benefit from it. To be perfectly honest old school rpg fans will still not like the combat…
Hello everyone! I would like to announce that we’ve finally completed our final year project film! I haven’t updated this thread in a while since we were fully focused on production and polishing for submission, but I wanted to share the final result along with some behind-the-scenes progress. Huge thanks to everyone…