Emissive Mapping to express that the character has some high energy in him,This technique that adds a glow effect to specific parts of a texture. This is particularly useful for creating elements that appear to emit light, such as glowing eyes and cracks in the body. For example, in our character Fiddler, emissive maps…
Department: Visualisation Location: Remote - UK/GMT timezone Reports To: Head of Visualisation ________________________________________ Job Description * Creating all required hard surface and environmental assets to the clients brief * Developing assets to work seamlessly within the shot pipeline * Understanding and…
Hello everyone! I've been working on this project a bit more recently. As per usual, I'm just looking to get some feedback. So, to begin with, I made some hero assets to be used at the main gates, kinda hailing the player into the tomb. The original concept included the anubis/dog statues as the primary assets here,…
There is definitely improvement here and I like it. I also really enjoy your portfolio layout as well, its easy to read and easy to navigate. Your nobleman's feet seem long and almost clown shoe like, especially back then, people were a lot smaller in the first place, and that includes feet. Just a thought :) I noticed…
Dirt on lens generally scatters light anisotropically. This means that as the angle from the incoming light increases, the general amount of scattered light decreases. This basically creates a "glow" effect that is very similar to bloom. The lens dirt texture serves as a per-channel coefficient that determines how much…
+1 for the dislike of the popup image gallery. I know its a preference thing, but it frustrated me. Also imaged took quite a while to load for me for some reason. I'm perplexed as to why you would have the high poly model for your shotgun on artstation, but not your portfolio. For a hard surface position, you should be…
Frell, you can do anything that tickles your fancy! In honor of the SDK release and new customization stuffs coming to chivalry, we are also holding a contest for emblems to be placed into our customization setup! The devs will choose the best ones and the winners will get their emblem placed into our customization setup,…
Oh no I'm not even using Xoliol's shader(I really wanted to, but I'm using this pathetic machine that any custom fx/cg shader makes it very hard to bring up the attribute editor.). I by no means was trying to push Xoliul to put anything into his shaders, I guess I misunderstood when he said "if I want two separate spec…
Balls... thought of something right after I hit post and lo and behold that was it. SubShader { Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma multi_compile_particles #include "UnityCG.cginc" sampler2D _MainTex; sampler2D _WarpTex; float _WarpInt; float…
@ Jessica Dinh - thank you. I had a lot of fun making him @ pior - thank you for dropping by my thread. I think it would be funny to see this guy running around in gears. I see your points with the mechanical design. It's something i struggled with through most of the model. I was definitely inspired by gears of war for…