Hi friends, I am novice freelance artist & also student of 3d. I am very interested in texturing part but I haven't any fineart background. Still I'm learing texturing techniques in photoshop by myself. If anyone of you know about good texturing techniques or a brushset which is help to paint texture easily then please…
this is the closest thing I've seen to what you're looking for. https://drive.google.com/file/d/1QecekuuyWgw68HU9tg6ENfrCTCVIjm6l/view it's a long way from straightforward to implement - you can get away with linear blending though for a lot of cases
DQ is not a magic bullet - it will help candy wrapper issues when twisting bones, but creates ballooning in other areas. A linear/dq blend is great however, but that's an extra rendering cost. Correctional twist deformers are one of the cheapest solutions.
Killing Floor 2 is done with Unreal Engine 3, so you don't need to do anything more, then doing a linear interpolation between your glow color and black, based on a mask texture, and to plug that into the emissive channel.
Most definitely KZ2, Uncharted 2 is too linear and boring, same with the previous uncharted, it's got okay graphics, but gameplay is boring. Oh and L4D2 probably makes a 2nd or 3rd spot, had some awesome versus games!
I think the key to making FPS games longer is giving them more open-ended gameplay and better, longer stories. Although polished until they shine, they tend to be totally linear, little story and focused on fun levels.
Well if it does not change anything you are doing something wrong because gamma 2.2 is literally srgb. You can put a power node after the texture and use 2.2 as power. or 0.4545. To remap to srgb or to linear.
Yep, i still have lag, like painting handpainted textures of 2048x2048. But it's only with very fast strokes. With a pencil i draw a concept in some minutes, but with the wacom i can't make a fast linear stroke :(
FWIW I actually found that Quixel's Specular texture should be treated as "sRGB On" in order to look correct with Unity's Standard Specular shader. Treating the specular texture as linear makes everything appear to bright/washed out.
malcolm, how do you author the alphas? Any tricks? I've been painting on a Linear Dodge layer, then moving that into the alpha. Or just copying the RGB and Levelling it down some. It's just not very intuitive I guess.