Since this thread got bumped I was giving it a read for old-times sake. This bit stuck out as being something we can expand on. So yes, technically steel bluing is a form of oxidation. But not all oxidation is the same. Let's take rust, the most common type of oxidation. When a metal (let's say iron) rusts, it undergoes a…
So this 3D engine I'm using(and I can't change the tech sadly) seems to use lightmaps(just simple 2D dds textures which are mapped to the second UV channel in geometry) in quite a particular way for large chunks of terrain. It seems to read the alpha channel from the lightmap and use it as a multiplier to the lighting…
Thanks FAT_CAP. I can hardly remember how I blended. I don't have the shader in front of me. I think I just converted the normal texture data from 0 - 1 range to -1 - 1 range. Then add them together and go back to 0-1 range. This won't handle all cases, but worked for my test for that case. You could potentially hit the…
it was something more along the lines of 8000 + all the untrained ones. On another forum there was also some people discussing the sizes of all the army's, so this estimation isn't mine. So yes, unless some houses would ally to her, or untill the dragons are adult and/or she actually gets a larger army she probably won't…
Subdivision sketch: it's not the topology. One question that's asked over and over is: "How can this shape be attached to a curved surface?" At some point, often when just learning how to model, most artists end up asking this question in one way or another. The short answer is: just match the segments when possible and…
Hey @Curiouslittlecritter looking pretty good so far! I second @Bazarov 's commentary on the lips and I'd add that the upper lip tends to push out over the bottom lip when looking at it from the side view, compared to how you have her lips now (bottom lip sticks out further than the upper). As a more general critique/piece…
It depends on the character design you're trying to model. With the concept art you draw exactly what you want and what the character should look like. But when it comes to modeling it, you need to do some engineering and think of how to best arrange your topology to represent the forms and flow that the design suggests.…
First of all you should not have overlapping UVs in your 0-1 UV space when baking, you should offset the overlapping shells by 1 in U or V (This is not moving them to another UDIM either, games rarely use UDIM workflow anyway). Moving the overlapping shells across basically mean they will be ignored when baking. Each pixel…
just working this out in my head, I would do the following: attach the beam to 1 toggle the beam off (so the player can not see it) set up a trace between 1 and 2 if the trace from 1 hits 2, toggle the beam on if you apply this logic to each box (you will need to set up traces between all boxes) the beam will appear to…