It's great to see Tim Miller’s emotion as he unveils the project Blur Studio has been working on for the past three years - Secret Level @ Gamescom 2024. It’s clear he’s thrilled to return to his true passion—creating high-fidelity game cinematics—this might be due to dealing with the complexities and politics of…
About rim lighting. one platforms with Z buffer where it could be an isse to do render to framebuffer passes you could get rimlighting similat to outline with and inverted mesh. Ony difference is that you here either just offset it a little (with clip in happening - can look ok, good or shit) or you had a slightly bigger…
Hi Apologies if this isn't the correct place for this. Feel free to move it. Okay, I had an idea for a portfolio piece. I had this idea some time ago, but it re-surfaced, and especially whilst I've been doing a character/face mentorship. My mentor though doesn't feel it's a good idea. It's not something they would want to…
Hi I'm having a problem with a texture for a character/creature I'm working on. Somewhere along the way, I think I've screwed up the padding. I've exported out various parts of my texture from Substance Painter - mostly masks - in order to sort of collapse layers down to reduce the file size as it was getting too big and…
I've tried exporting the object and applying the vertex colors again in a new scene. Looks like there was an error with that particular scene and it wouldn't apply the vertex colors properly. Not really sure why it caused it though. Thanks !