For the flag I was using a vertex animation shader. Actually I used the example shader from the Unreal Content Examples. Changed the values in a way it works on my mesh. Yes those flags are gigantic. But I kind of really like that.
Hello, unfortunately I can’t show the current project. I will probably create a new scene when I have some free time and show it instead, since I’m not able to share the current one. Video reference: https://www.youtube.com/watch?v=h5fTnIBziXc The issue with my scene is that I can’t achieve the same sense of volume as the…
ok, here we go. Here is a rough and quick example of what i meant in my previous post. Please note that some stuff (especially textures) r only basic and simplified examples which show my point, and they were not fully elaborated for final quality look :P First of all, when u deal with low-poly vegetation u need to look at…
Someone correct me if I'm wrong, but the biggest learning curve for me was that there are two ways to do PBR. Just remember these key difference: Metalness: it controls how much something reflects. So the difference between a chrome ball and a rubber ball. Obviously a chrome ball is very mirror like, right? Roughness: It…
more examples: from original cube in the middle... A cube's gesture smoothing approximated on the right. Catmull/Clark SubD approximation on the left. one to one correspondance example ( the original vrts are coincidental with the gesture... continuity "travels through" the original geometry ):
I would suggest NOT using an alpha blended surface for these. The texture is going to be filtered with distance, and the lower MIPS will be very blurry. It's generally better to just use pure opaque geometry. Include enough cross-sections to reduce long thin triangles, which can cause performance issues with some GPUs.…
This post brought a tear to my eye! Thanks. I appreciate this insight. =) My questions already been answered, and at this point I'm just responding to people, really lol. I've decided on a strategy. I'll provide an example of the skill I want. Or examples
If you're going to be showing the wires of your highpoly source models in your portfolio, I think it would be a strength to have some examples of both - the attentive lead looking at it will probably perceive this as a positive example of your knowing more than one technique.
Looking good so far, but for the folds i would look into some stylized examples and go into that direction. right now they are too blooby and wonky. give them some clear straight lines and directon. for example: https://www.artstation.com/artwork/PmGdJL
So one thing that really stood out to me that hasn't been commented on are the UVs. They are totally fine if you need a quick auto solution, but will be an absolute pain to work on if you have to do any serious texture work. Ideally, it's best to orient UV shells so they are horizontal or vertical, and straighten some of…