I hacked it by displaying only hard edges in the custom poly display menu, then just took a screengrab of my UV window. Not as good as a proper UV export though. @Ben : Sometimes it would be nice to just have the UV export just show hard edges. If you could export them as paths (ignoring the soft edges), it could be a real…
There's some match videos of the game here: http://www.a-cho.com/ (scroll all the way down to the little i-frame, it's the videos which are 11.5 mb and 6.88 mb) I cant recall the name of this game, but looking at the filenames of the video (SRK) it might be traceable. Check out the Mushihime videos of Ultra mode here:…
No as long as your engine supports it there isnt really any animation limitations with rigid parts(soft deforming objects *may* be ok as well, we havent really had the need to test this much) the engine has to keep track of how the rig is transforming the verts, so it can keep track of how the lighting needs to be…
"Gloss" is commonly referred to as "Exponent" as well. It defines the width of specular highlights, which can be used to fake "hard" or "soft" reflection of light. This image from the Valve wiki shows it really well. Specular Strength and Exponent can be used in conjunction to emulate a variety of surface properties. The…
3D: Anim8or: http://www.anim8or.com/main/index.html I am not a big fan of it, but some pleople really like it. Same goes for Milkshape3d: http://www.swissquake.ch/chumbalum-soft/index.html (not free but only 20 I think) P.S.: I think you should add that cheaper does not equal worse than full price apps, exspecially…
Toned down the contrast between the reds/yellows in the main exoskeleton, it was just too noisy before. Gave a fleshy look to the soft parts of the claws and I'm working on reducing that black border around some of the holes in the exoskeleton. I intend on keeping a border as it helps bring out the striated parts, but it's…
Great progress! Some of the armor pieces are lacking some definition, like the plate around his hips. It looks soft and pillow-y compared to the pieces on his chest and shoulders...almost like it's unfinished. Maybe the edge bevels are too exaggerated and the thickness is too uneven? Similar thing with his helmet. It's…
You can drop whatever number of ID maps you need into SPainter project and also use just any color image as ID map . Different one on each new layer. I suggest to bake cryptomatte AOV in whatever 3d soft you use, load exr in Blender composer and make clean masks for wherever you need . For small details it creates much…
I agree and think the concept lends itself to a stylized / hand painted look. I'd go ahead and block in your key and fill lights on a project like this. Lighting is a big driver of composition, form and color. It can be helpful to iterate on it throughout the process rather than thinking about it as an end point in a…
Agreed, these textures are looking stellar. I love the square brush strokes it gives it a really nice style and I love weathering and soft ambient occlusion. The roof texture looks unfinished compared to the rest and since you didn't post its texture sheet I am going to assume it is unfinished but it looks like it is on it…