Maybe you could do something like those advanced terrain vertex blend materials that use vertex colors as a mask to tell where blend between two sets of textures using a height map. See also this thread.
Hi guys, here is my problem. Im working in a rigging in Maya 2011. bind it with with Interactive Skin Bind. The character move well but i have part of my character like the bracelets that are hard surface and i don't want to blend them. how i can control the metallic parts to don't blend them? thanks
R_fletch_r - In theory, yes, but I reckon you'll need a whole lot of tesselations to get a decent amount of polygons to dynamically grow an entire tree - and I think hair would be even more expensive (I think using splines will be feasible in the close future, though). It could, however be used in combination with a simple…
For now I decided to proceed with kit-bash option. I'll for sure do some that have branches blended with trunk but plan is to utilize SPeedTree shader in unity to provide me with some blending options. This pieces will be all unique and part of much larger set. I plan to use them to quickly create new unique assets. So…
Your CPU and GPU times are very low and your "saved by batches" is high which is good. Your shadowcasters number is quite high. That isn't an issue now but it may be if you add lights to the scene. By default, I turn all shadowcaster switches off for each object mesh renderer unless I know the shadow will be seen by the…
Oh wow, thread revived! Haha.. duoxan - Jump in the window! Heh, honestly I would take out the window if it went into a game and give it handles on the interior to grab onto and jump into the car. Slum - A few guys here want to remake TV, it would be badass! There's a few other models that were started by other artists…
Try some Makers Mark, Rick. If you are into sipping. I rarely drink any bourbons or scotches straight. I always add at least a splash of water. My mixers: With blends: Cheap scotch, such as "THE KING OF THE CHEAP SCOTCH, CLAN McGregor" Club Soda, water or sometimes I mix with coke. I know a great big english dude (a…
I wonder how can I make something transparent in marmoset like sclera. I turned on and tried different blending modes but nothing changes. Only while I switched multiply blending mode on the sclera became slightly transparent(not like real sclera).But I see not an eye through it but the head.
Awesome stuff here, loving this thread. :) I have this male basemesh I donated to public domain a while back. Sculpted from a sphere. I hope you find it useful: .obj, .ztl, .blend files you can get here and .blend also on blendswap
I would say, you need two lowpoly meshes to blend between skinny and fat. They need the same topology and vertexcount and id, so one needs to be derived from the other (as you said) Create nice sculpted normalmaps for both, and blend these, together with the shape, in the engine.