Equanim, I'm modelling and placing the buildings, then UV, then textures too. The graphics engine isn't anything main stream so no access to obvious automation systems for certain tasks or effects. The buildings are all around 100-400 triangles for the more detailed buildings. In the end you pass by them quickly but if you…
use vertex colors on everything :) the hair and fur can use the vertex color both for shading and for fixing which points shouldn't move, you can use it on the cloth to determine how much it should flap around and in general you can bake the entire AO into Vertex Colors and see how it looks. Hair, Cloth and Vegetation…
Hi everyone, Its my first time here and I would like to simply introduce myself by showing you the latest project I have done at school this 4th semester. [ame= http://www.youtube.com/watch?v=xRHXjpS7HD4]Watch Beach Here[/ame] The goal of the project was mainly to have a nice scenographic composition using only a handfull…
I understand the spec is made to be for light points and to show proper reflections Perhaps I didnt explain this well.I did a quick invert as a test (probably should have been more clear on this) Im debating on the proper ways to make a spec map for this kind of setup, once I can figure out the proper ways (wither to keep…
Vend3r, haha I think you would have better luck if you said, "hey I have this and this to share in case anyone else wants to share as well" Rather then basically saying, "hey I have been to lazy to get anything, and want to take all your hard work in finding reference and inspiration!" I for one will pass on doing any work…
Ellie 5.0: I've also decided that the shader with the rim lighting I was using is terrible, as it makes the characters all muddy and hard to read. Talon says that he can make me a new shader, which will be used for a painterly version of your average cell shading. Something kinda like this (Though with cleaner edges)
really digging the vibe and the style :D lovely shapes and forms here. My one crit would be on the sword guard and pomel (dark grey areas) the shapes are so crisp and with the shading it is hard to determine what material it is and how it has been constructed. maybe once in UDK with spec and reflect it might pop as metal.
Long story short, me and a friend were working on an item for an esports team - they set up a profit share, but turns out they didnt include my co-creator. I've emailed them asking to amend it, but on the workshop page it looks like the share has been finalised. I've not heard back from them in a while either, so i suspect…
+ Updated large building on the right. Broken windows, roof exit, etc.. + Updated shader, adding some procedural grunge and graffiti. (the building on the left is clean by comparison) - fix tiling issue from grunge - add more grunge on the gallery building to create more harmony between the buildings. The gallery building…
I never worked for vfx but my understanding that in vfx it's mostly just subdiv modelling . more subdivided models at close vs less at distance. And rather proxy shapes in place of hires meshes in a viewport. In games LODs are critical part of rendering pipeline and main part of optimization for better frame-rate.…