That shot was just handheld with my 70-300mm nikkor, I shot at f/11 which i think is or around the sharpest for that lens, I was actually able to get away with 1/125 shutter speed.
Heh, Seknoex bit me to it. ;) Try this as well I think these links might be covered by Seknoex post though. http://multiplayernetwork.net/forums/index.php?showtopic=515&pid=1375&st=0&#entry1375 Alex
Bitmap, what's on 3rd line-6th row? Looks ace. (Kinda sucky not to have PSD not TGA thumbnails huh! Try installing an old PS demo like 5.5. It might bring them back.)
The shader is already created. It's the Arnold skin Shader. :) It's the texture maps that will make the difference. Here's a vid to get you started. https://www.youtube.com/watch?v=1v6OWgaESkc&t=625s
https://www.artstation.com/artwork/Lyeo0 more shots + tunrable Ceremonial dagger 7 325 tris 4096x4096 metal/rough Baked maps in Marmoset and textured via Substance Painter.
I dont have a fast comp enough to play this game so I have not tested myself, but someone might find this article interesting http://www.rockpapershotgun.com/?p=522
I'm currently using a Lumia 520, w/Windows 8.1 which I can't say anything against it. It's ancient hardware, though, but if you're willing to try WP, it's pretty hard to go wrong with the Lumia series.
Maya also has this... has had this since version 5.5 or so. Though I don't think either max or maya have realtime pattern updating features like was mentioned. Still. This has been around.
I'm getting some bad edges when using alpha (32-bit .tga): I used a simple gradient (0-255) on two planes to test, does the viewer only do 1-bit alpha?