I believe the mesh could use zspheres or something as a rig to pose, or a blend shape. Either way it would have a non slanted default set up I think which it would reference for symmetry, if not then it could be doing something fancy with comparing vertex ids or something. But I'm pretty sure it's the first thing I…
I don't quite understand the specifics your asking. However, I believe decals work using Emissive, not Masked. And their blend mode should be Modulate. They should still work. If you need proper setup knowledge, take a look at one of the decals materials in udk. Tear it apart until you see what's going on.
You wont be able to paint the textures behind the decal onto the decal to make it fade away but you should be able to blend off the decal from showing to not showing. Example. White is 100% showing decal, black is 0% showing decal (ie 100% alphaed out) and then paint away parts you dont want.
Great trailer with a nice pace...of course it's all very formula now, but still very cool. Besides Spacey, the borrowing of ideas from films, other games and current high end military technology blended together pretty well. Perhaps we are pre-programmed though to accept what we see in these games now.
I think its Beautiful! and you managed to match the style really close as well, especially the environment. maybe you could change up the colors of the character a bit, or at least play with the contrast or something to make her pop a bit more. she blends into the background a lot compared to the Ghibli style, unless thats…
Pretty much the exact opposite here. I love starting with a dynameshed sphere or zsphere armature and sculpting it out. Separating the art side from the technical side of modelling has been a total blessing for me. This is for organics though. I still wouldn't use zbrush for hard surface stuff, other than a quick concept…
Thanks for the replies! It sounds more like the problem Adam's describing, which is a bummer, because there's not really a lot I can do to fix that :S. But I can change the blending mode to SoftMasked and see if that helps... if not, I'll get back to you with a video so you can see what it looks like. Probably easier to…
Hi guys! I just finished making textures and moved to Unreal to merge everything together. And at this point I would really appreciate some crits and advice. Here there are my working screenshots. I plan to make blended material for walls and to add some decals. And I really need to make a new lighting setup.
Is it always going to be the same overall shape just stretchy? I think using stretchy bones might be better for swinging attack motions of sorts. Then you can use blend shapes as sort of corrective shapes for animations. Also, how are you doing the hair for your game? That help determine some possibilities to use as well.
Update, starting to blockout the asphalt. I think there is a distortion of reality going on in the original concept, am realizing I'll need to create extra lights to get the reflections appearing where I want them to. I might need to do some kind of vertex material blending to get rid of that tiling. Texture is already at…