Hello, unfortunately I can’t show the current project. I will probably create a new scene when I have some free time and show it instead, since I’m not able to share the current one. Video reference: https://www.youtube.com/watch?v=h5fTnIBziXc The issue with my scene is that I can’t achieve the same sense of volume as the…
I'm not sure if Portal 2 is a great example for a great videogame story. It's hilarious, sure, but I'd imagine there would be quite a few examples you could have picked that are better in that regard.
you could break up the UV's into islands with the boundaries as the edges you want rounded.... export as obj load into this tool then using the element mask in photoshop ..... add a gaussian blur and use the nvidia plugin to convert to a normal map..... for example a simple box uv elements (just each side)... guassian @…
Update version 2.01: Hello! I just updated my script on ArtStation which now comes with a new option "Force offset" that might help achieve a better result in certain situations. Basically, as you can see in the animation below, if you check this box, an offset will be applied to the Quad Fill Hole no matter what. Update…
I found these examples of well optimised meshes. Assets like these on Artstation would be good reference B) https://www.artstation.com/artwork/0Zxoy https://www.artstation.com/artwork/x3nnAX https://www.artstation.com/artwork/JbLvz
Open up the example night and day transition map in UDK. It has examples of this exact thing. You should just be able to use a world position node as UVs to make water run downwards.
Yeah its important to note that the values in the chart are for very specific examples, and that they are just that, example materials, not strict rules that tell you every plastic material needs to have the blue albedo or anything like that.
Danganronpa: Distrust Plot After the Tragedy ended, Hope's Peak Academy was rebuilt and began to scout and enroll talented students once again, only this time under a different name: Hope's Pass Academy. Rantaro Amami has been selected to attend Hope's Pass Academy's 1st Class as the Ultimate Adventurer. However, on the…
I would suggest NOT using an alpha blended surface for these. The texture is going to be filtered with distance, and the lower MIPS will be very blurry. It's generally better to just use pure opaque geometry. Include enough cross-sections to reduce long thin triangles, which can cause performance issues with some GPUs.…
I am very interested in this, if anyone has more examples to point me towards. I understand the base idea, it is just to more complicated pieces that are confusing , such as SnakeDr's example that is giving him trouble.