I had a deeper look at this today. It looks like: * Blurry refraction is not supported in Viewer * You may want to set Distortion Limit to 1.0 for export to Viewer, this will create a more noticeable distortion effect (the default value is tuned for corneas for typical character art assets) * You may be able to mimic the…
anybody know any helpful tutorials for painting in ps? painted some manga a long time ago. loking at it now it suckz!! I just need to know how to work with layers better, shading, painting skin, and blending.:(:poly122:
So after messing around with a texture in photoshop I now have some obvious seams from the various layers not aligning on the model. What is the best way to blend the seams along edges on your texture?
I got this one last night, in the Special Edition DVD variant. Im REALLY enjoying it so far, to be honest. Its like a fun blend of those Tycoon games, Black & White, and The Sims. Pretty good graphics, awesome music & sounds.
Hey guys, I was wondering if any of you knew a work around for importing animated UVs from Blender to unity? Unity doesn't seem to import UV animation from FBX or .blend. Thanks guys
Character i am building for an Unreal project - still figuring out some parts of the design. Eventually will do the textures in painter with Material Blending from Unreal like in Paragon. Any feedback is much appreciated
This looks amazing! Are those stones all individually sculpted, or did you use a material to get that effect? Either way, the model blends really well into the stones on the ground
thats true, the more i will put textures it will blend things in, but still. Annoys the crap out of me ;) Thanks man, Here's an update on the wood wall panels material
This is awesome. I can really feel the fantasy on this. The colour combo blended well. my only crit is to make the steps colour more brighter and deactivated i guess.
Foliage slope blend, I think that's what it is called, is something you can turn on to make UDK automatically place the grass at an angle perpendicular to the underlying terrain quads.