looks like you're making some good progress, the eyes are getting there. the only thing i still question on the eyes is the indication of the top lid. it feels sculpted, but doesn't feel like it is actually tucking up and under the flesh above it. the nose still feels a bit blocky and not quite fleshy enough, especially…
Makkon, sure but bit later)) Shortly glaciers are zbrush sculpting, mostly with mallet brush and square alpha for high polish> decimation > shader to specify local Z (Y) axis for snow and ice masking. Emissive to fake SSS, and vertex alpha to fake SSS depth + Image based lighting in shader + clearcoat highlights. Terrain -…
Thanks, these deformations are working in world space. I had one method for working in local space but it was rather limited too. It works for two dimensions only. You export the model after rotating 90 degrees around the Y axis(Edit: this should be X axis). Then you rotate the model back 90 degrees in the editor/level.…
I'm sure there's some mathematical way to do this... What I usually do is keep the transform on that angled piece, and snap-move in one axis to either the vertex or the grid. There's still a gap, but the proportion has been kept, all that's left to do is move the straight pieces to meet the first verts.
Set the texture's X and Y address to "Clamp" in the texture properties if you don't want it to tile. The "Tiling" parameter controls how many times the image is tiled across the X axis of the screen.
@Axios: Thank you for the critique! I was trying to keep this as low poly as possible to help give me a challenge as well as more practice in that area. I think going back and fixing those planks will help with the texture density/continuity as well as doing the same for others. For the deck, I totally agree haha, it's…
Originally it was because it was easier to work with a segment that was centered on an axis, but I realize now how dumb that was... Now breaking it up into 36 segments and then it will just rotate at a perfect 11.25, how UDK likes it. Thank you for the quick response. I don't know what my brain was doing...
The only really difficult part of implementing flow maps is actually getting them working properly instead of just making your texture into pixel soup. The flow map image itself is pretty simple: The brightness of the red channel controls how fast things move on the x-axis. The brightness of the green channel controls how…