Would love to see some tubes hanging out of those cylindrical shapes on the back and side. Like tubes that are broken and just hanging with gnarly tearing, like the oxegen supply was cut off and that's how he died. I love the undead skull, but the rest of the body lacks a deathly feel to it, there's no decay. Overall it…
I recall we always did it couple decades ago . For hierarchical lods purpose. Everything that was supposed to group into single object in distance should be stuffed in same texture page at all cost. So sometimes perfectly same things had to have its own texture space in different textures . My bet it's still perhaps a…
I'll guess trim decals and maybe a blend material https://docs.cryengine.com/display/SDKDOC2/Using+Decals+for+Destroyed+Structures https://www.artstation.com/artwork/l3wwa
I use this simple math in pixel processor for decades. 5 integer is how many steps you want . I think it works quicker. ps. Well . default one looks like doing same just with extra options.
Week 8 update! Finally I managed to have more time to work on the project so here's what's new. Most of my time was spent texturing the props I had modelled on the past two weeks. I also got around to learn more about decals so I could fix some issues I had with the plant leafes on the table, and that also let me start…
@Konras The Dazzle Ulti isn't dependent on how long the people stay within the AOE, its whoever is affected by the ability in that AOE. Any hero can travel across the map and still retain the buff or debuff. @Automedic As I said I'm not an FX guy, I looked at the particles and saw which ones "parts" emerged first. And yes,…
@odium Now that you mentioned it, the tree does use tiling. It just gets a little frustrating since I put details where I want by painting them in. After you mentioned the RGB 0.5 darker. I realized the detail tiled texture for the diffuse should be black and white so it uses the color information from the blurred initial…
Hi Polycount, first time making my own thread so bare with me! Recently I've been working on a game-ready sci-fi environment for University. The aim was to utilise the vertex normal editing, tiling textures + floating geometry technique, based off of the Overwatch art style. The aim of the environment is to showcase a…
Very likely decals, yes. We have some info on our wiki. http://wiki.polycount.com/wiki/Decal http://wiki.polycount.com/wiki/MultiTexture#Modulation_Blending