Alright, I've been going through BF some time ago to see how they did it and they actually combine 2 methods. One is done like whole screen post process texture over the screen, and another are standard lens flares that are concentrated on showing part of the texture using a mask. Specifically in that garage scene they…
boids are entitys like birds, bugs and frogs :) http://freesdk.crydev.net/display/SDKDOC2/Boids+Entities It might not solve the issue but it has worked for some people. You can remove them just like removing any other entity.
I am creating a displacement thumbnailer and need to UV map a Sphere in such a way that it looks perfect on one side without poles. I could care less how the backside looks since the mesh will only be rendered from one angle. Example image: I have what I need but the mesh is triangulated and I’d like to find a way to…
Hey it's been a while since I posted any work but I'd like to show and get any help in improving this piece for a possible portfolio, at the time it was for a class project, and the tri limits were at 1,200. Now I have a lot more freedom to push the counts to a decent amount and get more detail. Any and all help would be…
Hi, I have this protractor model which has two static mesh parts, one if the main body of it and the other is the thin black string which starts from the center and can rotate around. I have a basic translucent material set to surface forward shading. All other values are default. The string is using a default black opaque…
Thank you so much for taking the time to give such detailed feedback! :) I really appreciate it, it’s given me a lot of insight and clear direction for how I can push this scene further. I know feedback like this is one of the best ways to grow, and I really appreciate being able to learn from others with more experience.…
Thank you, @Elithenia! @ashraful mobin - I had another look and I'm not entirely sure! It seems like a combination of several things - very likely need define it to rework the topology to define it better. Proportions: I notice that I definitely made her torso a little long, which could have thrown off her lower body from…
A bit like the one who invested in digital artist Pak’s creation, "The Merge" which fetched US$91.8 million on Nifty Gateway (setting the record for the most expensive NFT ever sold), but it has seen a massive decline in market value, with the collection's total market cap currently sitting well under $1 million in 2026.
So a group of us are starting a mod (its for uni), and we have our concept and all that jazz but we're deciding on which engine to use. And UT3 seems to be a fairly obvious choice (its on par with source). The problem is, just about every UT3 mod I've ever seen tends to still look like UT3 mod. I don't know what causes…
I always wonder how do people animate hair, I am not much into animation in 3D so i have not much knowledge about the hair system, but I do know that in games they use hair cards and stuff like that but question is how does animate hair which is so high poly like in films. Do they rig them, if so how?