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…
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
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…
I haven't tried too much of modular pieces in UT3, but aren't, say, 16 meshes with 256 shadowmaps are as heavy on memory and calculations as 1 mesh with 1024 shadowmap? In any case, for this building a shadowmap can be even 1024. Ideally 2048, but it may come out not bad with 1024. For even better result UVs for shadow map…
I think part of the reason why sub_roland swears by the animated series version of the Joker portrayed by Mark Hamill is that that version of the Joker is very true to the entire "clown" theme, while being brutal and sadistic at the same time. You don't always get to see exactly how dark he can be in the cartoons episodes,…
May I ask? how come nobody has ever done a set that has modelled Lanaya without her mask on? I know she has a mouth. Is it because its not allowed?/ would break her? because I thought it would be interesting. Considering she has a beautiful face.
its very much what pior said. i made 2 test screenshots for u. i used cm model and imported the texture with complete mask1 and mask2 in the dota shader. then i made a screenshot of the result, first with a full black mask2 blue channel (ingame and in marmoset) and then the same with a white channel. u can see rly nice…
you can create a blend mask at the first spine joint so that everything below it is ignored Blend Masks and Blend Profiles in Unreal Engine | Unreal Engine 5.4 Documentation | Epic Developer Community (epicgames.com) alternatively you can also edit the animation in your 3d program to remove the stand up portion as well