just an update on this since I tried everything ITT and nothing seemed to work but I actually found what was the problem... I had a layer with the stroke fx modifier doing a black outline to a pretty big region, as soon as I merged that layer so the fx was baked , it stopped lagging. pretty odd IMO, my computer isnt slow…
Thanks. Theyre in layers essentially the uvs were set for our generic 'horse' so I worked from those. When youre doing mmo work there are lots of times where ease of swapping and layers become just as if not more important than the texture usage space. We try to make it as efficient as possible but sometimes it can look…
I see a lot of overlays, each embossed. One way to do this would be to start with a gray canvas, then make a circle selection and subtract and add rectangular and/or circular selections to/from it to make an interesting shape. Then fill with white (or Stroke with white) and emboss the whole canvas. Make a new layer, fill…
sir-knight...that tutorial is awesome (and the other's on the site i might add)...i have made my head, (low poly count version is finished anyway, which detail will be added to the smooth one later of course) I can show you guys a pic a little later, so you can laugh and stuff, once i get the glasses for him made
Ok, thank you guys for all the info, I'll press on with some other assets and continue to fill up the scene for now and I'll post more later tonight, I've added to my list as well because I really want to fill up this scene. I'll go into the barrels more later after I get some other assets built up.
INTRO First of all, I must say that this was a really nice, interesting and challenging project to work on from the beginning to the end, being the first game that I worked on. What I took and learned from doing VoltCity was very enriching and will definitely help me in future projects. VoltCity is a touch based game about…
For starters, the effect you're referring to is called "screen space" texture mapping. So the UV's are fixed to the camera's position. For parallax layering effects, you are gonna have to have the texture render out in layers, to be masked and added at runtime, and offset based on screen position. Making an effect like…
-What kind of references do you gather when it comes to a nice presentation? Usually I try to mimic the concept lighting if possible, other than that photography reference is what you want. Majority of the reference you need will come from photography lighting setups, like 3 point lighting, back-lighting or Rembrandt. -How…
I'm putting up a series of vids later on. Blender 2.80 for Max users. First 5 videos are done. Probably another 5 to do. I'll update with a link later. Also, Blender 1/2/3 is the default vert/edge/face. Tab to jump in and out of edit mode(sub-ovject mode) For cameras(and other useful features) I use Machin3Tools free addon.