changed the color set. fullexort scheme. textures x2 quality. shoulder ribbons have custom bones for better cloth sim. add glow effect for cape-metall and spherical exort stones video http://www.youtube.com/watch?v=LCIozRnUgMs&feature=youtu.be and screen
Ciao I think the icons loook to similar , there is to be made aneffort to understand what is what ... like whats with two swords of wood? isn't enough one? why not make more detailed weapons like steel , in plus to iron or stone eventually other than wood ?
Hello and happy Holidays all, i have been working a bit more on my stones. added more colors so it looks better. also i created a grass texture for in my scene, im now working on wood texture for some props Sakunia
Looks good, though the concept has those panels stitched together which makes more sense for a drum. Right now it looks like cracked stone. The wooden base looks good but the skin definitely needs more detail and where's the etching on the side of the drum?
ahahaha east hastings, we use to drive down east hastings to play the count the bum game, it got out of hand... WAY TO MANY OF THEM, hence i always carried with me a hobo stabbing pen... for you encounter them on the way to Blarney Stone!
Very nice stuff! Think you could take the hallway further, the style and the monotony of the scene almost demands it. THe same goes for the stone wall-stuff - great style and execution, makes me wanna see more! Excellent consistent texturing. Now do MOAR.
yeah smaller crystals would be a great start. other than that id say a good floor texture to offset fade into the walls would be really important, the tunnel floor would be ideal for a long texture with smaller stones and debris at the sides are you using material blends?
I'm using Mixer to create a stone tile surface, similar to above. I'm new to mixer, and must be overlooking the non-uniform tile widths and height values. How do I achieve a similar base height map using the stack component?
so i checked the unity store. when i heard about it i was under impression that it's like a big bazaar with lots of different folks selling stuff, but it turns out that allegorhytmic is pretty much dominating in the texture section. i saw just a few other packs that stand out, for example works of the gentleman that…
I think CrazyButcher is right. From what I understand it's crunching a bunch of numbers (CPU), not shuffling data around in and out of temp storage (RAM). Rendering is about figuring out angles and thinking through complex solutions. It's why a render farm has hundreds of CPU's instead of one super computer stuffed full of…