Dude, awesome, awesome stuff here. Makes me wish I'd A) gotten serious about art sooner and B) my current figure drawing class had us doing some of the stuff you're doing there. Sweet work.
in regards of unity: in the standard shader metallness and roughness are packed into the same texture: R - Metallic G - not used B - not used A - Roughness there is no way to just declare a roughness map and use a constant value(aka slider) for the metallness in the current workflow.
Actually, yeah, my point was slightly muddled there. I ought have clarified that a) pay attention to their actual EOD, and b) it's always good to overdeliver and deliver early if you can since there's review time factored into it. Thanks for the kind comments! :)
Hey guys and gals! Drew up some quick sketch ideas for Graves Gun. Let me know which would probably fit better, or mix and match? Feedback much appreciated! I'm sort of favoring both A and B.
Looks awesome from a desing point of view, but IRL it would be filled with a lot of useless things that I don't see helping the bullet get from point A (barrel) to point B (someone's asploding head). Top notch though :)
I'm the great procrastinator, lol.I have a lot of excuses: New Year and Christmas celebrations, vacation, a new project at work, etc. It took a lot of willpower to return to work. So there is my b/w version of Ahri, heh :neutral:
I can't do any more cake in one day, i think i made a mistake starting the day with a skanky cake... Happy B-day Toomas, Heres to you! and may your first cat be a masculine cat!
You also like to replace entire player characters with a specific highly detailed 'model'. That was perhaps the best prank at ILE! Is Singh still leaving his computer on at night?? That or the brownie sculpted into a lifelike piece of poo. Ahhh memories. B
Can you explain what you want to happen a bit? you want to move the projectile from point a to point b Do you need to calculate the velocity and arc that it follows or do you already have some of tha information?
I mean, if it's vertex color driven then you just have four channels: R, G, B and A. That is also how my shader is set up. What I don't understand is how it is possible to have more than those channels.