I don't think that insult was necessary, and as I understand it, it tries to address the problem by providing an easier means of accountability through IP logging. Simply sending an encrypted container to someone doesn't do that. DRM has had some success. Encrypted installations and the requirement to connect to the…
Depends of what you wanna do. I'm no texture artist but it is part the best free painting software out there, I even think it's better than alot of paid programs such as SAI or Corel Painter. Now of course, if you wanna do in-depth texture work such as extracting alpha channels, making Normals, extracting diffuse or…
That's a cool technique. You'd be drawing the UI graphics to a texture (like a render texture that's going to be used by the computer screen mesh), and then you make the computer screen use a pixelisation shader to display that texture -- it floors the UV coordinates of the mesh so that the texture is sampled in steps,…
OooOOooooooo this is an fun problem to figure out. I'm interested to see how you solve it. I think the issue is that the timing of your last attack kind of has 3 partial beats, instead of a solid 2. Currently the beats I feel are (1) the foot connecting as the two characters become synced in the air, (2) the first strike,…
Hi Beardy! Nice asset and I like a lot the way you present your working progress. But the way you planned it will take lots of time and effort. If I had to make such bridge, I would sculpt boulders and half of an arc and make one tile for sides and top. Then you can use some decals to break the tile. For rocks you…
You need to increase the amount of tiling you've got going on there. You could have much better texel resolution with probably even less texture usage if you had one or perhaps 4 windows per tile. Keep them simple so that the duplication isn't too obvious. You can stick on some decals or use a bit of vertex colouring to…
in the first post you got those weird box shadows tracing the polys of the left mesh that sort of stick out way to much, I don't know if this is a texture thing or not but it takes away from the model as a whole.The assets in your third post, whether its a first pass on the texture or not, is rather plain. The way the…
Thanks for the input guys! Well first off Darkmaster , the concepts I came up with for the Prometheus Lab was about 2 years ago and I hadn't heard of the movie then. But good point I'll change the name so people don't try and compare the 2 as that wasn't where I got my reference from! And the RS8 is more for like a…
Okay, sorry for the delayed response on this one-I was messing around with that Xoliul Shader install. So what I did was set up a simple three-point light system. Main light bright, back-light very bright, fill not so bright and a slight yellow color to it. I chose to make the main light slightly blue. I rendered it in…
Imo all the listed texture painting soft works well only for uniquely UV unwrapped objects like characters and props. And works not that good at all for the environment side of games where materials are tileable, non UV specific and constructed of several detail layers with different texel size + decals + small geometry…