anyone else get riled up by statements like this? I think truly brilliant visual effects are achieved when they need not be mentioned because they should blend so brilliantly with the live action that it enables the viewer/reviewer to concentrate on more important aspects (plot, characterisation etc).
Hmm, I always thought those texture blending and terrain stuff was introduced with TeamArena, so that would be new engine features. But now that I think of it, if I remember correctly these features were included in the pointrelease also, so it is probably a sure bet that those enhancements will be included.
ww2, with intervention from a civilization of undead who appear in that crater in siberia... and fight to aid the nazis against russia... mwahahah dunno what im saying here. but yea... blending two highly dissimilar themes should do the trick.... if u do it right i guess
Hey all! New to sharing on Polycount, been modeling and growing my skillset for around 6 years since uni graduation, with a lot of life events and breaks in-between. I've been really pushing this year to massively up my game and push for my goals of being an environment artist in the games industry. Below are some shots…
Need an entry level 3D animator to create animations for a mech in our game. Animations required are -Melee swings (left side swing, right side swing, overhead swing) -Firing animations for main weapon -Firing animations for shoulder mounted weapons -movement and moment blending -general character animations Please send…
a stronger rim light added coming from the back right or left would help it stand out more also either darken the background or add a vignette circle to the background because the metal of the gun blends in to much to the background for the eye to be drawn too it
..or use a triplanar projection shader ..or make the brickswall tile at thrids as well ..or blend in the "other" side - just look at how they did it on dishonored2 http://polycount.com/discussion/184711/dishonored-2-environment-art-dump just some quick ideas :D
I think I see some UV overlap from here. Might want to give some space for padding, these will very likely get scaled down for LOD models. You'll definitely get some bleed then. http://wiki.polycount.com/wiki/Edge_padding
Throne LowPoly unwrap Thrones placed on the map, now its time to bake everything down and add final textures. For now they badly blend with the background but once they're branded with mahogany wood and purple fabric, and gold, they should stand out properly.
Day 18, w/ an additional nightstand: Also took a moment to throw a few of these assets into one scene to see how they are looking together: The desk fan seems like it's blending into the dresser, so I'll have to adjust the values on the fan to help separate it.