Just model in a few bricks to break up the modularity. If it really needs it you can also create several textures and blend then together using a mask and LERP in your material. There are LOTS of ways to handle this. If your provide images and details about what you are exactly trying to do you might get a more helpfull…
Mark Dygert Engine: CryEngine. General FPS, regularly sized grass like you would see in most games. It should move in the wind, for example using CryEngine automerge feature. Engine does handle opacity blending..... Lots of things to answer haha. THats what i have right know. Not very happy with it...
Lighting looks a bit uniform, get some shading in there and some shadows, i.e. under the table. Some subtle blue lighting coming from the blue tubes? can add some variation to the lighting. The floor texture is heavily repeating and very obvious, you could try blending another texture in to break up the tiling.
Hopefully you figured it out! My approach would be to notice that the big shapes are really variations of the same sort of rock shape with some smaller variations. Maybe try getting a couple shape variations of the rock, plugging into a tile sampler, then blending together smaller variations with a mask so that you have…
WIP render, got some texture in there and focussed in on the mouth parts. Spent friday evening sat in front of my computer researching arthropod mouthparts and feeding mechanisms, so have lots of new info for the visual library! Am blending with human anatomy here a bit (human skin on the render), so it's not at all a…
Wow all those advanced features, but alas NO FILLET! all I wanna do is be able to select edges and add a fillet of a size i choose, and even edges that blend from one radius to another. The chanfer don't cut it. Anyone use the nPower plug in? is it any good? What is the resulting mesh like? is it quads? etc....
modelbecause its been A while since ive used Unity heavily, this prop served as a refresher on exporting and importing Animated objects into the engine. I even went as far as setting up a blend tree and script to have the prop react to having objects set on the button, Ill have an example of this posted with the next…
the armor can manifest and change itsfelf like the venom from spiderman, also if you read the manga you can clearly see when guts uses the armor, he gets injured by it his whole body bleeds till hes almost dead, the person who wears the armor is cursed and cant feel the pain
I've been messing around with doing this and have a similar problem. Try rescaling the CV Curve from xyz being 1 to .99 and see if that fixes it. Edit: Scratch that. Worked on a small test I did. What you need to do is first turn the skin weighting method to weight blended before adding the influence.
Chunkier! You are so right, that's an excellent description. I need to work towards not overpainting, I think I'm over blending and losing that looser, chunky feel. I'm happy that these are sharper than my last one but they are absolutely still too "soft" in appearance when compared to Blizzard textures. Thank you for the…