The lux shader is based off the work of Dontnod entertainment. Here is a post from the tech artist who helped create that shader model of the specular chart that explains what settings to use for different materials: http://seblagarde.wordpress.com/2012/04/30/dontnod-specular-and-glossiness-chart/
[ame=" https://www.youtube.com/watch?v=Jzde-PSVvcE"]Wingman's Hangar - Female Model Topology Shoot - YouTube[/ame] [ame="https://www.youtube.com/watch?v=Za5lR7yMqaE"]WiP Star Citizen Male Character Range-of-Motion Test - 2013-04-08 - YouTube[/ame]
Hello, There is a new PixaFlux release (2017-04-06). For this new release we added two new nodes that bake curvature maps: Normal Curvature and Mesh Curvature. https://youtu.be/wro8PQ_1Kg4 Many thanks to Dimitri for suggesting the Mesh Curvature node and workflow. Thank you!
Ok, here is another sculpture. I think, that there is still problem with eyes ... It took ~1h. @edit in 04 September 2014 I was busy in job, but I will try to show you in weekend some of sculpts :< I know, I brake my 'promise' about "1h per day".
Thanks for the fast reply I gave it a try wasn't quite what I was looking for but it helped point me in the right direction http://brookhong.github.io/2014/04/28/keycast-on-windows.html Ended up just grabbing this and it seems to be what I was after bit more customizable and compact.
Perhaps... http://www.polycount.com/2010/07/21/alien-swarm/ Although I guess that is more light than colour. Portal 2 also makes a good example of lights guiding the player. Also to a lesser extent... http://www.polycount.com/2011/01/04/greenor-red-barrels/
Okay I have found some if anyone is interested http://arges-systems.com/blog/2012/04/13/quick-steertofollow-example/ http://forum.unity3d.com/threads/124114-Monster-Truck-Racing-Extreme-Offroad http://muchdifferent.com/?page=game-demos-snowbox http://heavenhosts.com/top_down_shooter.html
That's pretty genius ^ I found this one here a while ago, uses the working pivot instead of $.center - which I found quite smart - and works on Editable Poly instead (no modifier stacks unfortunately, though): https://mixescript.blogspot.com/2013/04/foliage-models-often-require-edited.html
new update. http://www.digitalfossils.com/Download/VoidWorld-Dec-04-11.rar Summary of changes: * Duplicated polygons will always be selected automatically after poly duplicate operation. The same applys to polygon split operation. * Object uniform scaling is improved. Manipulator's pivot position is considered. Thanks!
Looks great, but can you show us an angle that more closely represents the game cam? From this angle anything before the 0:04s mark looks like her feet are way too far apart, but it might read way better from a top down perspective.