cheers Anuxi, The tail is blended to a mixture of main tail and fin bones already. The ribbons are mainly skinned to the fin bones. All moves well, and the ribbons bounce around with the dynamic fin bones. Water goat is looking very cool! can't wait to see it with masks on also :D
:D silver is pretty tough. I must admit I'm quite liking the team dynamic, the bleed out and executions really make it tense. [ame=" https://www.youtube.com/watch?v=biZr1z5DQIg&feature=channel_video_title"]Mass Effect 3 - Captain Herbert "Viking Commentary" - YouTube[/ame]
Getting better already! Yeah, on the breast you're making up a muscle/form that isn't there. You have a harsh line where the fatty bit of the breast sits on top of the pec, but it's a much softer transition, not really noticable. Under the skin it blends into this one soft form. Keep it up!
You apportion space on the texture sheet for the tail. Use one material for both objects. Or, when you have the tail attached, hide the seam with some loose alpha cards to blend them better. Or use a texture painter that can paint across seams like Substance Painter.
I've had issues where some layers simply disapears in some components, but you can still see your layers under all components? As it is suppose to work you can change reflectivity and blending mode individually for each component, but the dynamasks should be applied on alla of them.
You've got some really nice reference there and your rocks really look like they're coming along. What's with the multiple directional lights? This scene will look awesome if you can implement some terrain blending with those rocks eventually to get rid of that hard intersection line.
Hi Duncan, I just wanted to say that I am negatively surprised that your entry did not make into the top 10. I genuinely believe that it should have been top 3 and I hope too see more of your work in the future! Have a blessed day
She's looking a lot better. Her stomach appears to be a different color than her shoulders/chest though. Also, her fingers look REALLY long, but it's hard to tell because they sort of blend with her skirt. It make it look like her hand is as long as her forearm.
Nah its for assigning vertexcolors for our RGB texture blend shader, aswell as fixing Vertex AO on LODs :) I just want to be able to assign absolute colors to vertecies in a single click, instead of going into the color pick menu every time and typing in manual color values :)
Should be cool - I've got a lot of high hopes. I'd love to get layers for polypainting... layers with blend modes and opacity sliders. Aside from that, I hope there's no new updates for a while after this! Updates means having to make update videos for my online course!!! :X