I will provide sample shaders with the next major luxinia release (which sadly is still a bit away, swamped with work atm) but I will have mirrored local space normalmaps, as well as animated, just for the sake of it ;) and also provide tutorials. I just want to have lots of new docu content and tutorials done, and…
A game opens 4 locations to solve different number of quests. But to solve it you will have to move within all of them. This concept demonstrates one of the location with flying mystic stones.
Hello! I want to unwrap a location with a different scale of assets for URP with the same texel density. The location have walls of different shape and sizes (it is hard to apply modular system) what would be the best to unwrap? (i use Blender) Thank you!
make locator and place it on the place for your focus distance. Distance from locator to camera will be your Focus distance. Wenn you take focus distance from object, you become distance to middle of the object and not for the surface
Precision of vertex location, hm, that's an interesting clue. So you mean that exact the same vertex locations will compress to identical positions. (Hey, this just an example mesh :D It takes a lot of time in complex modular buildings)
You can parent (not parent constraint, so you can adjust it later) a locator to the bone you skinned the saddle to, then parent constraint the IK foot to the new locator. Good luck!
Hi! I am Ammer and currently looking for freelance work as a 3D prop artist or Environments related work. I have 2 years worth of experience making different kinds of props from small scale to large scale assets. Before doing freelance, I stayed in a local outsourcing studio which exposed me to different kinds of…
soo Can't believe this has never come up for me cos I've been using max since it released but still.. is there' really no good way to bring vertex color into a material as a 3 channel mask ? The vertex color map appears to effectively ignore the z/w component so that's useless. I could dump this out to a game engine or…
To emulate realism, look at real locations on Earth. Plenty of bizarre otherworldly locations here to reference. Examine the photos carefully, for repetitive texture ideas, and where you could blend them together.
Soo how does this work? Can anyone go to one of the locations on that site and participate ? Looking around that site i notice this: openlocation: not open , on all the swedish jam locations so i guess not! Sounds cool anyway!