@stevston89 it is also engery conserving so you no longer control the spread separate from the intensity. Acts like real life now, the same amount of light hitting a object always reflects back. It just does it in one tight and bright highlight, or in a more broud and dim highlight. Also it is inverted, 1 is very rough,…
O is just a variable, you could use X or P or JANK if you wanted to. It means anytime you find this variable insert the thing this "for loop" is currently working on, in this case the things its working on are "CleaningObjects". Outsourced art... the shit you have do to get it running is amazing... They probably just click…
Here is an example when I had to do this work. * Create a null in the center of the world. Parent the camera to this. * Object is in the center of the world. * Camera is set to target. * Target is at mid center of object. * Set your frames from 0-359. * set rotation of null to 0,0,0 on frame 0. (assuming x,y,z) * Set…
I just came up with a possible technique. If I take the object I'm baking and break it apart into the individual pieces that I want to bake separately and then freeze all their transformations whilst they are together as one as they should be. I'll then take each segment and move them -1 then -2 then -3 each separate…
Kinda used already for directionnal lightmaps, where light intensity from 3 directions is stored in one RGB map, while the pure color (which requires less resolution), is stored in one little map or vertex color. But i guess it could be done for a diffuse map too. The process would be 1 big RGB luminosity texture + 3…
I managed (https://sketchfab.com/models/0777211f71964d8c9fa137554555074f) to apply a material from Quixel back to the original Max model, but it was the entire "texture set 1" map applied to the mesh. It took some fussing and ended up being a bland clone. I would love to export my Quixel "Zink" and "Brick" and etc. smart…
Hekate is a team of experienced game devs focusing on atmospheric high quality gaming experiences. Currently, we are working on our first title 'Ad Infinitum' a first person survival horror game set in World War 1. Start: Jun 2019 Responsibilities: * Creating, optimizing and importing all the environment assets. * Creating…
I really like the overall anatomical foundation you're having on her. But, some more or less minor crits: - The tibialis anterior muscle on her shin doesn't cover the tibia medially that much. Here are some examples I cropped from photos. Overpainted one with info, desaturated and adjusted brightness and contrast to pop…
Hello my friends! I`ve been stalking this forum for quite some time now, but because of my innate procrastination superpower, i haven`t managed to complete any new dota 2 items, aside from 1 PL lance. That stops now! I`ve recently been working on a adapted crystalis version for Sven (yes, i did it! i broke the character`s…
Hey all! I've built a small set design experiment in the Cryengine mod sandbox using assets from Crysis 2. I was wondering if you guys could help me out. Its part of my degree, Im basically looking into how we can use the environment to narrate a story. If you wanna help me out with my research, stick your Sherlock hat on…