References/Base images: I went onto google found some base images to reproduce in a more modern cartoon look but still with the 70s/80s sci-fi style I am also planning on using a real Mars panorama photo but maybe making it more red like it used to be depicted Sorry got bored making it an dk how to delete post
I obviously guessed that's how you'd do it. But I guess I was also asking, what's the best blend mode for it and what kind of results I need to get. I found I can do it under paint.net and I used an overlay layer at 80/255 opacity, but idk what results i'm supposed to get
..also reminded me a little of Speedball at the first look, I spent far too many hours on that game as a teenager. Agree with the comments about the UI, that green bar is so dominant and there's nine of them!.. also don't like the avatars, makes it look like an 80's arcade UI, the rest of it is looking great though.
I had about $80 bucks to pay off for my indie suite, so I'm assuming this jumped up to $180 since SP2 got added on? I wish you guys didn't take off the progress bar that made things easier to see how much was owed and paid off, this should be brought back!
Now that Im done playing Zelda BOTW (that game took over my life) I can get back to working on this character. I am about 80% done with the retopo. Currently need to add the Eyebrow and Eyelash cards. I will prob go in and clean up the watch a bit. I'm currently at 44K Tris
Thanks, Ghaztehschmexeh. I have a Starwars Y-Wing WIP on here too. Check it out. :) You should check out the original series Deamoria. ;) Its dated really badly nowadays but that how spaceships where done back in the 70's/80's ha ha ha on British TV anyway. LOL :D
I believe he was talking about having the vertex normals split where the UVs are already split, hence "harden edges of uv islands," which is of course free. Personally I split up my UVs from how I split my normals, because it gives me 80% of the unwrapping done at the click of a button.
Can't tell: -What it's supposed to do -What it's actually doing -What your maps look like -What any of the nodes are -Can't see about 60-80% of your material A better screenshot showing your entire material at a decent resolution will help hugely. What're you putting in and what're you expecting out?
This article has some good examples (pictures and explanation) https://80.lv/articles/tiling-textures-in-game-environments/ Essentially just tiled textures that contain multiple strips of "trim" and other details that you can quickly UV bits of geometry to in order to get extra detail in your scene without uniquely…
I kinda skipped the official alpha here because that one turned out to be a bit buggy. So instead, here's the official beta! https://krita.org/item/krita-3-0-beta-builds-out/ With over 80 bugfixes since the alpha, and a way more stable windows version in general due to building changes.