Hi there guys! I've been researching on ways to model armor for characters in games. The biggest issue I've been running into is that I haven't found any consistency. I would like to ask you for your wisdom since I am pretty new at this. Some people tell me it is easier to import a naked obj (assuming it was already…
Thanks @Neox ! But what I meant to ask is is there a parametric node where I could pick the colors without using texture? So the only texture I would use is the mask? [BTW I just went through all the images about Airborn on Artstation on the other day. Lovely stuff! Hope I could play with the real game someday! :) ]
Final version - I'm submitting it as a PDF in just a moment, but here it is to read if you don't want to download a PDF Silver streamed out of his body like a current and wrapped itself in Lamb’s hand, her arrow disappearing into the light above his heart. He had embraced his life with fullness, and accepted his death with…
If you dont understand quite what you're being asked to do then there's no shame in asking for more clarity - this applies in terms of work, filling in your tasks, whatever oh - and don't be the first person to drop a c-bomb in a meeting
^ yes someone actually asked almost the same question check this out http://www.polycount.com/forum/showpost.php?p=2002691&postcount=9 conclusion you dont need to unwrap your hipoly mesh at all. :) ( except you want use it for sculpting itself :) or to help masking the hipoly mesh )
sorry to bump this thread but this is basically what I wanted to ask. Is there not a button to copy the mask to all maps like the last version did? Where I could hold ctrl and click? rather than using the drop down menu. I'm glad it still exists but I liked that button :(
Does anyone know of an existing plugin/generator that will take a custom flow map, and use that flow map to generate and guide procedural markings/strokes so that they follow a direction in general? And would that above description need more explanation? For example, let's say I want to procedurally create noise-brush…
The forms are quite 'blobby' at the moment and could probably use some refining. Also, I would recommend making the mask and head separate subtools, rather than one subtool by itself - firstly, its tricky to judge the proportions of the head alone if the mask is part of the same subtool and secondly you'll have a much more…
i need a gradient tool that will let me pick points on a grid and assign colors to it, then do gradient blends between then on the x and y. sort of like the gradient layer tool in PS, but on steroids... i considered trying to use that and set up layer masks for each row, and wow... decided to ask if there is something out…
It looks like their games just use pre-rendered backgrounds is all. Are they actually 3D? Mark Dygert might be able to chime in more on the process, as he works on similar games at HER Interactive. But to me, it looks like pre-rendered backgrounds built from high poly meshes. Since the camera does not rotate around the…