Hi to all, i m new to d community, n m really v much inspired by d artists out here.. i wanna b a character artist, n m already into sculpting but wat i want to know z , wats d most effective approach to create a character for game. i mean wat should b the approach, wat if i want to start it from sculpting and then do…
Ravenslayer and gsokol: Thanks you guys, that should be useful. The reason I was asking compared to the video, is because the guy essentially overlays the RG channels (kills the blue) and creates another copy of the normal map, but this time, kill the RG and mutiplies the blue. So this the basic idea: [RG(Overlay)-B] +…
You can't exactly add materials by pointing and clicking, but you can add materials in a few ways without color IDs: A] 3D paint with DynaMask to apply materials to specific areas. B] Create a face selection, convert that to a solid white UV overlay, export to Photoshop, copy it, paste it into DynaMask's Paint Mask in…
o right, sorry.. RCoRR (Radio Controlled Off-Road Racing) is a racing game based on the sport of racing Radio Controlled Vehicles. Featuring realistic driving physics, damage physics and real cars, trucks and boats* (i forgot to include buggies but they would b classed as cars no?) Whilst progressing through career mode…
Hey folks. So, Precious messaged me about the idea I had previously expressed and would love it if we made it happen for Kevin. The idea was setting up something here on Polycount, a special remembrance competition, where we Skin (texture) his old SDK's, or some similar effort. I don't know if there is any way to monetize…
They've always defended their decision to not include damage states by saying that the manufacturers wouldn't allow it. Total BS. But... could be believable if you look at how the GT series is being advertised. "The Ultimate Driving Simulator." A game that boasts the most advanced and accurate representation of real life…
there is 2 kinds of "blending". - frame buffer blending: which is typically done for decals (if they are separate polys) any blended surfaces such as transparent, or additive particles... they all use the same formula: out = newcolor * a + oldcolor * b. a and b can be changed like "newcolor.alpha" or "newcolor.invalpha",…
It still bugs me that Height is on G and not B, so you could pack R Metallic G AO B Height A Gloss Rather than having to use a separate map for Height on G, or having to choose between AO and Height. I've made my own shader that takes maps packed that way. I've also experimented with putting the AO map in the alpha of the…
B-b-bump! I'm all graduated now so I'm sinking my teeth back into 3D projects. I never got vertex normals working but I have just about finished the final large tree model: I also noticed a nasty texture alpha issue where the thin tree branches were being made transparent because of how thin their alpha was. I used a…
I'm trying to work out keyhydra and im having a bit of trouble. I'm doing the following: 1. Go to the function editor and make a new 3dsMax Classic function. 2. Call the function bridge, bind ctrl+tap to Edit Poly, Edit Poly, Bridge 3. In the keyboard layout, I double click b and assign the Bridge function. 4. When I hit…