Polypaint and texture maps are two different things. If you want to paint directly on the map you should be using Polypaint, and only use the Texture Map sub-pallet when you're ready to convert it. When Polypaint is turned off, the tool will use the currently selected color and material (which makes it a quick way to…
im sorry if im comming off as defensive. its only a theory im making up. i dont know any of this for sure, i just got a little carried away thinking about the idea. i enjoy thinking about this idea and i wanted to give it a proper explination. but at this point im kinda just repeating myself. the title of this thread was…
Hi Luke, thankyou very much for the feedback! I'm definitely planning on some breakdowns and individual asset show offs, however I'd like to get the main images 100% locked down and me being content with them before that. I'm really glad you like the chess house scene as it stands so far. As you probably noticed there are…
Cool, Looks good. It seems a bit clean and flat.. If you added a AO pass or painted some shadows in the cracks and gaps, and maybe a bump or normals map for the rocks especially. Not sure why there is a light brown line on the corners of the wood, maybe it's what you were going for but it looks unnatural. Your right, the…
While a lot of people don't care for Steve's shows or his general character, you can't deny he's done a lot of good things in his time. You may think he goes around poking and prodding animals to piss them off, however he treats them with a large amount of respect and knows when to back off. If that wasn't the case, he…
I'm not sure there is a magic shader that pulls it off for you. Most of the painterly style comes from modeling/sculpting/painting it using some of the same techniques you would paint with. It's more of a blurring of painting/sculpting then actually a shader trick. In the case of Rory's DW4 model he could probably turn off…
What I meant by no lighting was remove it entirely so you only get the color map colors, no shading. Quickest way to do this (for the viewport only) is to go to the Customize menu, Viewport Configuration, and change the Rendering Level to Flat. Doesn't work for renders though, for that you have to do it in the material…
Based on what you guys are posting; what your describing isn't the issue. THE THING IS BROKEN on MAC. It's not a heavy scene issue either. It happens all the time in my low poly scenes (sub 2000 tris). The issue is attempting to use the "d" key to manually move the pivot point - which at that point I usually use "x" or "v"…
not dead, just busy :) Added a bit more detail to the shoulders, added the missing hex-rings for the ass-cannons, need to figure out if I'm going to sculpt some details for the shinguards or do some texture-based stuff for those, and now that I look at them again I realize I keep forgetting/putting off fixing the…
Havent played yet so I cant say much about the gameplay but if its like this in the game I have to agree with pior and fliff aswell. I thought the characters would be off at first, but the real bummer behind the graphics, that are otherwise very nicely renderer and executed, is the animations of the characters. While the…