Haha, I just saw Allegorithmic has tweeted this material. - Great work! how did you make the jelly beans not to get into each other? - Thanks Vinícius! Ive basically layered them up. Each layer is a tile sampler node and I tried to tile them in a way where none of the beans touch. I then blended each of the layers on top…
From the thumbnail, the mask you've created doesn't seem to make much sense. It looks like it's mostly black and dark gray values. If you've authored this to work with the SSS shader in Painter, you may need to recreate this map to work well in Toolbag or other 3D apps that have different SSS shaders. Paint and Toolbag do…
I read there is a new smoothing algorithm. Apparently you hold shift and do a stroke as normal, then you let go of shift and keep the stroke going and it switches to this new algorithm. Not got R3 yet so not sure what the difference is, just read that it's 'good'.
^ I'd just add to that on top of all that, education about making art for games is more accessible than ever. Back then there were no youtube videos, professionals weren't uploading their shit to Gumroad and blowing tutorials out at $5. I expect 3DMotive and Eat3D brought a lot of people into making game art who otherwise…
They did actually change flood fill so that'll be a bug I should think. If you contact Allegorithmic support directly they should be able to advise you on what exactly to do. In the meantime.. You'll be able to find the original flood fill node in the install directory where the rest of the packages are stored. They don't…
There's no performance gain...yet. I think the biggest advantage of this and why it was used with that robot game is because the game itself is so small, XBL games have to be < 50 megs so you can see where that helped. However I know the guys at allegorithmic mentioned the possibility of some of this stuff being…
It matters, because different non-lossless compression algorithm add different artifacts to the final image. Using multiple,different non-lossless compression algorithm in your pipeline will increase the number of artifacts unnecessary. Nevertheless, the unreliable alpha channel handling seems a valid reason. Thx. :)
It's amazing! I've used it in the past but only briefly. But after improving my skills and my general understanding of things, sooo much more fun. A HUGE thank you to the guys at Allegorithmic, especially to Wes for those AAA tutorials on the youtube channel. I sit back and watch those like I'm watching a movie. Plus I'm…
@Larry Ure right I didnt use any reference, I just started out with random shapes and came up with this kind of marmor/sand/mosque even kitchen tiles. ^^ I've worked through most of the Allegorithmic Videos for the basics. For this material I did not follow a particular tutorial, just started from scratch without knowing…
So for my next project I wanted to create some fan art of my favourite game The Elder Scrolls: Oblivion. I'm going to recreate the Arch-Mages Quarters: Looking at the interior I think it would be good to also redesign it slightly, for example, the floor tiles seem out of place and also a couple of arched windows would…