Hi! I love Destiny 2, so im looking forward to seeing how cool you can make this. As far as critique goes, do you have a purref or something where you can have your references all put together? I would suggest not only looking at a bunch of destiny references but also real life references to help your cave feel grounded…
No, Xnormal uses Mikktspace by default if your mesh doesn't contain tangents/bi-normals, and tries to use the tangents/bi-normals if you export using a format like FBX that supports them. Neither of which are going to match max results 100%, and Cry doesn't match max either, nor does Cry match their own proprietary baking…
Heyo, I'm a junior character artist trying to pry my way into the industry and I'm hoping you guys can give me some feedback on my work so far. I'm not sure if this is the right place to post it https://davysartcorner.artstation.com
Decrease the density and the saturation towards the edge. Look at some reference images. There are usually more dead/dry grass next to paths as people and other things walks/goes on them. Maybe you can use some noise texture to modulate these properties on the edge.
@Paul: Thanks man! And they will both be "in game" it wont be one or the other :) So the player can dictate which one they wanna sport. @Pedro: Thanks! I appreciate that. I hate to pry, But any tips or advice? I really like getting picked on :D
Seem obvious, doesn't work. Has been working in 3ds max 2010. Solved, there was probably conflict with one a unwrapping plugin. Hopefully didnt waste me half of day that stupid thing. :) Sry for a thread, wanted to finish sth before end of workday.
OMG you just saved my life! I was like trying to change values in the code and asking Hazard to bring back his memories of his game programming course to tweak the shader that I was using. Its was brain frying :< Thanks MoP! *dances*
His eclipse scared the shit outa me. I litterally cried when i rode in it! Where the hell have you been hiding this thing anyways?? you havent been in diego in years! you hide it behind a bilboard like in back to the future??
Hi. I am working on a sci-fi + realistic environment in Cryengine 3 SDK. The idea is to make a portfolio-ready piece. The concept I am using is the one by madspartan013 in Devianart. Here are the specs: Final rendering engine: Cry engine 3 SDK Game play: Very little gameplay elements, but mostly for environment display…
I've been a long time lurker on this site so I figured I would actually contribute and make a post. I've spent the last couple weeks doing some speed modeling challenges to test myself and now I'm going to start tackling an environment. I haven't decided if I want to use UDK or the Cry Engine but I'm leaning towards the…