You need to work more on variations between light and dark. Everything you just posted seems to be the same overall level of brightness. If I was to desaturate all your images and blur them, everything would blend into the background. Which also contributes to the overall lack of detail. The single 3D model you posted has…
Hi @Slugs, you can't assign color information into Alpha on a material in that way, but there are others if I understand you right. The layeredTexture node is a simple blending kit that's great for this sort of thing. It's a simple setup that could be expanded or automated since you have so many to make, the color and mask…
when the twist bones are exported, they export as bones. All the skinning is there. The forearm twists are superb. 4 bones per vert seems to the norm these days. 10 bones isn't really feasible for realitime, plus you end up storing a load of weighting information. A more common technique is to use a lower number of bones…
hey, great environment! The sky looks too over exposed though. That is really complex and elaborated scene man; however, I guess it would be cool to have ur characters/vehicles be more visible against buildings. Now they all blend together. In CoD4 they added slight falloff shader to character contours btw Some better feel…
No, I rigged his armes and legs with bones and for his face I use blend shapes. I'm glad you all seem to like it, and yes now that you mention it the UV is very wasteful. I Think I'm gonna take my time and fix that. The SDK would be fo Maya, and I might do one. It would be awesome to see what people would do with him.
[ QUOTE ] Failing that a good morph modifier where I can paint a blend mask would be nice - so that I can morph a complete object but selectively remove the morph from verts of my choosing. ( I think a paint function would be perfect for this) [/ QUOTE ] I remember seeing a tech demo of the new crysis engine showing off…
I have artrage and like it, but I much prefer a more customisable brush engine like sai and artweaver. I'm actually finding artweaver's brush interface much more intuitive than sai's, although there are a few clunky bits to artweaver that are getting in the way (switching brushes, changing bleed ammount, etc) many instead…
hah yeah its obvious now you point this stuff out guys.I haven't done any of this kind of stuff since ps2 days thanks for the feedback, will try and improve it. oh and the reason i didn't want to use a repeating tile for the map was I was worried about the 1 pixel texture bleed. I have forgotten the best way to deal with…
(1) It is possible but isn't suggested, as the terrain in UnrealEd will offer better performance than a large static mesh. You can use vertex colors to blend between multiple materials, but it'll be tedious compared to just using the terrain tools. (2) Unsure of how to get the tri-count of the terrain, as it'd depend on…
If this is for films, you could separate by type of materials for ex. head and body one shader with uvlinking. so its easier to tweak instead of tweaking 2 shaders for the skin. You could even use a blend material as you main shader that holds all the other shader(cloth,skin,eye,hair..etc) thats how I did it when i was…