The Transmission property allows you to control how much light passes through it with a 0 to one value for each color channel, so for red you can set it to 0 and only the blue and green light would transmit through (assuming they were above o) a value of one means that those color channels would not actually shadow, but…
Got a small but cool update! I've implemented dynamic eye and skin colour systems! Because the eyes UV space is on the same area and same Material ID as the head I needed to use masking and linear interpolation to accomplish this! Got it hooked up with a vector parameter so the colour can be changed as a material instance.…
Generally UV. Terrain is normally quite flat, so a simple projection generally suffices. Some people might use a triplanar projection while texturing, and project that onto the UV map, but other than that I don't think it's used often in game engines. Substance designer is a way to make static textures (or adjustable…
So did anyone play the demo? I just finished it and I'm dumbfounded how it was approved for release to the general public. If this was meant to sell me on the game and give me some context for all those trailers I've been seeing for the past 10 years then it has done a terrible job. The combination of camera and FPS made…
I still loved Spore, only thing I wished it had was the ability to beam down to the procedural planets as the captain from Galactic Adventures and do some interacting with the local wildlife and civilizations versus only the missions (which still Imo was pretty cool, minus a few omissions like being able to use vehicles in…
I've updated and now have the shader with a metal slot. Not updated the textures just yet. Colour space was set to Gamma (left image) and so I changed it to linear (Right image). Looks more washed out now, is that correct? Set camera to HDR, nothing changed but I guess that only happens when playing the game and am…
Looking back at the feet after Mark's comment, his left foot doesnt have an even stride. If you took your global control and translated him along the world, your feet are going to be sliding all over the place. The reason for this is that if you do a walk cycle where they are walking in place (rather than moving through…
I agree with Noors, there is no 'easy' way to do this. There will be a lot of work just getting in there and adjusting things. I'd use a quad mesh that is sub-divided to generate the driving surface, you can then add road cambers, crown, various radius curves etc. It's quite easy to visualise and tweak. Mapping later is…
Starting to block in a quest system - really fun to do this sort of thing, and something I have virtually no knowledge on. Doing this sort of work raises a lot more questions - like I mentioned earlier - and really is a big part of why I/We wanted to start something like this. Setting up little quests, figuring out "how"…
here is actually a concept which should't be to hard to script and something I am quite happy with (the idea) The base idea is around having just quads (similar to pTex), so you select one in your current model like where you want to have a detail, hole or whatever. In a script panel or interface you pick a prefab tile…