Just to prove it's not anything in my material that's accounting for this. Here are the results of setting up a post process chain with nothing but a single material node. In that material I have nothing but a single Custom node connected to the emissive channel. The HLSL is just "return float3(0, 0, 0);" And here are my…
Hi! Multiple ways to get a gradient mask across meshes, to then use in the shader to modulate values/colors. For example the gradient could be stored in a UV set, vertex color, generated from the y-pos in the shader, ... The way to go is something you have to decide on.
It's weird Painter still doesn't have easy fix for this . Designer baker has "skew " mask option for example . You also can project base box UV on the floating geo ( if it's one sided ), bake object space normal map and re-bake it to tangent space in any 3d package. Sometimes helps with complex things.
To me all this shapes that you show here looks relative easy to (re-)create. The only thing that you most probably won't achieve is to be 100% equal. Since we don't know what settings, workflow and tools the original artist used to create them. I doubt it was Gimp though. I second Pior's wish here. Give us an example and…
Just a quick side note, if you wanted to go ask other devs (not on p.c.) say youtube videos or channels(as an example), about how their devs worked around these issues you might turn up some helpful, time saving feedback, that is IF they respond to it. Alternatively some peeps that have already fixed this could also just…
Experience depends on what I am using the mentor for. I don't think they necessarily need ten years experience in AAA if getting job there isn't my goal. If their art is good, it's good. Main thing important to me is earnestness, strong communication, and that mentor teaches by example. I used Georgian Avasilcuties…
I can say from character experience in experimenting with this about a year ago. It really is not a BAD approach to working. Take for example POV arms (first person arms) for a shooter. You could definitely have a fully uniformed/clothed arm and have it decimated for sure. Though you might wonder where do we draw the line…
So your single mesh can reference more that one UV/Texture set. For example, "Army guy" (humanoid with soldiers gear) can be split up into a texture set for skin and a set for gear, or everything can go onto one texture set. if you're targeting a lower spec system you may want to put everything onto one texture for reduced…
Yes you should always extrapolate, if you make a pathtraced offline rendering model you can be lazier but in realtime and in general if you want it to look good you need to add more artistic touch and think how the surfaces would be worn off based on physical logic and define those out more. On a screen and in varied…