Have similar problem. But where is Masks in the Texture group? http://prntscr.com/dhejft Or you meant this--- http://prntscr.com/dhen9b But when I change it to a mask it give me an error. Error [SM5] (Node TextureSample) TextureSample> Sampler type is Masks, should be Linear Color for…
In the metalness workflow, yes. Albedo controls diffuse and reflectivity as in whatevers corresponding white in metalness will get a constant black diffuse color and the reflectivity value from the albedo, whats black in metalness pulls diffuse from albedo and a constant reflectivity value of 0.04 linear rgb (or ~55 %gray…
You can't simple subtract the images, diffuse is 2*X and Specular is X-Y. Also they are stored on the camera in sRGB so you must first make the conversion to Linear space. Its best to do these in shader code. For Gloss just solve for G using the BRDF shader code.
Just go in and manually rotate the first few frames required to syn them (I don't think you even need to do a full 360, just enough to establish the linear function curve for the rotation). Once you have that, just have it repeat and cycle and it should mesh perfectly.
You can also try changing the Key Tangents to Step or Linear, then add a new key immediately after the roll, to reset the rotation to zero. If there are no frames between the rotations (and no motion blur!) then there won't be a hitch in the motion.…
Mirroring is not possible in CryEngine. In general, while you can do non-linear scaling, I would avoid it. The quickest way is probably to just flip your mesh in Max/Maya (make sure the normals are correct). (big fan of your folio, can't wait to see what you do with CryEngine :) )
Hey Lamont, good to hear that nib length is not a factor. It actually opens a whole world of tweaks! Thanks for the info. Anyone remembers that tutorial about hand tweaking the driver's value to make the response curve linear instead of exponential-ish ? It was great but I forgot both my values and how to do it :P
Nice artwork. The gun concepts don't seem too original, they're recognisable enough, but not really cool or anything, just kinda basic. The human model's polygons are a bit too linear for my tastes (on the upper legs and arms especially), but it's generally well built. Did you do all of this artwork personally?
System shock 1 (on a P4 3.2 gig rig - like taking the kids to school in a hummer). Terranova - linear, squad based jointed-sprite freekiness. System Shock 2, still scaring the bejeesus out of me. Consoles don't really figure for me, except MGS1 on the Playstation, and starwing on the snes.
it seems like if the leg-armor had pattern like the shoulder armor, it would make more sense. leave the center area (belt) unique also - very sharp edges on linear forms (the straight lines with hard edges) compared to the soft body rendering. it's inconsistent. suggestion: make the face brighter