Looking good so far with the latest face rendering. I'm not sure of the highly defined background. I'm more towards showing depth of field. Too symmetrical too in your composiiton. The dragon is for the DA logo, right?. If this is for a book cover it might make more sense, but compositionally and how you posed the…
But disney movies are a great example of how fantastic artistic genius and skill dominated the less significant technical achivements. Art direction defeats all! An open ended game can't necessarily have low level visual fidelity like a linear game does, and that is something you can design around. Where GTA4 used physics,…
" I am going to have to animate the paws eventually and that will require the rigging of each toe." You need think of modeling as a non-linear process. Not everything needs to start in a sculpting program, especially if the end product is an animated model. There would be plenty of different ways to split the toes in…
Its correct to say the Blended Normals technique is not a great general SSS approximation, but it is a great skin shading hack, it mimics sub-dermal/epidermal scattering pretty well at a relatively low cost. My skin shader does use a modified diffuse shading function with an adjustable edge, but if you pull it too far…
papervision is no language,- its a Actionscript 3 package to be used with flex, Flash CS3/CS4 or any AS3 supporting environment that can and publish flash movies collada (*.DAE) is bloated text format similar to ASE or OBJ but bigger because of the XML syntax- might not be a wise choice for each project. Papervision also…
Hey guys, I've scowered google to find a solution to this problem. I'm having trouble understanding how to blend between two textures using depth information. A linear blend with something like a Ramp works, but doesn't look natural. Blending dirt with a cracked rocky ground, so the dirt falls off into the cracks is what I…
@poopipe yeah I had mixed results ie a tiling brick wall look ok as long as the spec was very low, but form certain angles it looked klnd oif inside out ( viewpoint was from below) Floor looks ok with normal mapped bevels, but there is that sense that its all not quite right. - guess its because the left and right eye…
I am planing a complete reboot of my webcomic early next year with a linear comic storyline with recurring characters. I am working on a plot / script and also concepts of characters. so i figured i would post some of the concepts here and get thoughts first up is Muffins, a secondary character he is a cat thats been…
Hey fella 1. Scene merging, yeah we will likely add this in an update at some point. 2. The sRGB flag is determined by which slot you load the texture into. So, if you load your diffuse map into the normal or roughness slot by accident, it can get incorrectly flagged as sRGB off (linear space). That's probably what…
First, your grout. This gives the items scale. Right now it's way too thick and even, implying the stones are very tiny, but then the grass implies they are medium sized. Make your grout lines thinner. Color. This is a huge one, you are basically shading with linear white to black. Taking a brown item and adding white to…