good one.. i actually don't know how you'd do this other than to animate the influence as you would with an fk/ik blend rig - i haven't done any maya character rigging since about 2012 though so any number of things could have changed (i.e. moved to a different menu)
[ QUOTE ] Jogshy: very nice. mind passing on a few tips on how you're handling shadows? [/ QUOTE ] Well, originally was using stencil shadows with wedges... but used too much fillrate. Then I tryed a GPU raytracer like the one i'm using the simple GPU AO tool... but got only 5FPS. Also tryed precomputed PRT... but required…
For Unity, we provide a shader library written in HLSL with the blending functions. For Unreal, we only have material graph examples. Do you have a specific engine in mind? Note that the blending code itself in the shaders is not special, it blends 2 frames using motion vectors to distort UVs. The thing that makes blending…
CHAPTER 3: LANDSCAPE MATERIAL This is, by far, one of the most complex parts so far, but now that I finally understood how it works, it seems to be pretty easy to apply. The master material is made by a blend between those submaterials posted previously, using both height and weight blends. In order to make the master…
I thought this was actually due to texture bleeding. The two faces will require two different colors on the normal map, but since you are wrapping a raster image (pixels) around a vector model, you are going to get texture from one face bleeding over into the uv's of another face. Hence the seam. Images incoming, making an…
Thanks coots7! Right now I'm not thinking I'll do a material blend with the walls/floor/etc. I'll probably make it a large unique asset. Just cause I guess. The material blending stuff I looked into seemed a bit limited. I was planning on doing some material blend stuff when I get to some of the repeating props (books).…
Low Poly Head and Hands only. No body. Head Model: The head should have a rigged mouth with a bone that opens and closed the mouth. No other rigging is needed so please only rig the mouth. The head needs 5 blend shapes for the eyes. 1. Look Left 2. Look Right 3. Look Up 4. Look Down 5. Blink The head should use it's own…
UDK doesn't support their SSS solution alongside a Custom material? Bummer, that sucks :/ I guess I can see what the issue is now. 1-Try replacing the current DT3D setup with a Blended Normals option. Problem with DT3D is you lack any kind of 'Cyan' suppression, so you will always get that nasty 'blue' fade near the…
Thanks! Yes I need to make a darker grass, as the moment you are correct, it's just basically a dark colour with no grass blades defined. I planned on making a normal grass, dark grass, dirt, slabstone and a broken version of the slabs to break up the tiling a bit more. Then come decals like flower patches and grass…