Sure. There are two ways for doing it, I'm explaining the easier approach here. Its Basically two linear interpolation chained up using the masks as alpha. I baked the base of the masks from the model, so I won't need to fully paint it. Then I added some details. Like the lines on the blue part, and I added a decal too. So…
First i would like to say that this thuruly kicks ass and you did a good job creating an atmosphere of an overcrowded downtown street. My favorite part has to be the room that you can see into with the blinds in disarray, HOT. Also, I agree with the rocky sky comment, it confuses me but does add an interesting feel. I…
a few hndred thousand alpha tests and gathers causes this. IE partly transparent particles take a long time with a scanline renderer. The way to get around it would be with hard edged transparency, so you either see the particle or don't, but that will, of course, kill your soft smokey look. Other options: Upgrade your…
These screens are of the highpoly and lowpoly models that I used to construct the doors and doorway of the Basilica Administratum building. I made pretty heavy use of sockets and blueprints inside of UE4 throughout this scene. This allowed me to reuse and reconfigure elements, although no where nearly as extensively as…
Download BFS 2500 This update fixes the mirrored geometry binormal issue. The update adds DXT5_NM compression compatibility and also a fast new default technique. Apparently, deriving the binormal via cross product is not robust enough for 3D editing (It's safer to use the model's given binormal). The new technique renders…
Thanks for the feedback man! A lot of those edges are due to just wanting a nice silhouette. From that angle, the grip looks linear - but has a slight bend there (but more importantly, edges are there to support the skewing from the knurling floaters). I agree with the trigger though, that's always facing away, could be…
Hey, good start! Are you able to put this on Syncsketch so we can make some visual notes. Overall I think it just needs more weight to it. More up and down movement on the hips should help. Hold him in the air for a second before bringing him down over a couple of frames and have him come down heavier onto his foot. It…
- Look at raw 3d scans of various people on Ten24 to get a feel for what the human face actually looks like when there is no complex material interaction involved (translucency, variation in local colors, and so on). Pictures of performers wearing opaque, white makeup are interesting too. - Teach yourself photography, to…
Actually just getting kinda tired of greever starting these threads. The last one degenerated, and this one is not going to do much better. Lately we've just seen so much of this conflict inducing thread nonsense from people who have no idea what it's like on the ground. If the point of the thread was to have some…
@PolyHertz : Looking cool so far :) . I'm kinda coming from the other end when it comes to features it seems :D . Currently it has curve-support and linear-subdivision support, but no pinching/sliding and not compensating the offset-length. I'll post some images later. 13. Didn't use it before, but you can issue OpenGL…