So it takes a bunch of steps to create double sided material in maya... if rendering. is it possible to create double sided material in viewport 2.0? how do I go about that? turning off backface cull just displays wire frame for back face. not the texture it self.
Hi and welcome to my workshop thread, where I'll be upload my works. Last work http://steamcommunity.com/sharedfiles/filedetails/?id=198040094 Other my items http://steamcommunity.com/id/skeyper/myworkshopfiles/
How do I properly attaach equipments(armor) to dota heroes with blender? Example a cape, do I have to Parent it to the skeleton and attach it to the bones? if yes, then how do I attach it to multiple bones?
@sacboi Yes, it is a hero asset. I didn't make any fancy math or think about the texel density taking in mind the big scene.But the average texel density in 2k is 6,05 px/cm and in 4k is 12,1 px/cm (I'm using Texel Density Checker 2 addon in blender). When I make the uv unwrap, after marking all the seams I globally unwrap…
I enjoyed the game. i'm not a FPS console guy, can't do anything with that gamepad, but Killzone 2 was kind of different, it was easier to aim for me than any other aim game. I loved the visual and art too, lots of inspiration :)
Here's the 2nd set of animated experiments done within substance designer from a simple input animation. Artstation: https://www.artstation.com/artwork/nYQo94