Here is the information pitch and concept art of the project. We can discuss more about it on my discord: Yunerineri Feel free to ask questions and get in touch, I would love to see your portfolios and talents to help on this incredible dev journey!…
Thank you guys, I tried to reproduce every detail just for practice, I'm quite sure no one would do this in a studio, since it requires a lot of time. Shame on me because I still cannot texture, it's one of the think I'd like to practice in Polycount's Workshops. Any good tutorial about texturing this kind of object for a…
Hello. First of all, I didn't use thread "How the F*** do I model this" because I don't have one specific shapes in mind. I want to ask about whole workflow. For now I use standard subd for modelling of simple shapes. If shape is too difficulat or time consuming for me to make it in classic subd I use booleans + polish in…
Current buggy volume shader is: One alternative if I stick to spherical shapes is to outright define the arc of fire in the shader itself, find the world position of the pixel being rendered and check if it is within the volume or not, though that would potentially be a touch expensive and limit the potential shapes we…
its abit messy but here is the graph for the waves/ripple, maybe someone more experienced can see the issue here, what bugs me the most is the fact that the main preview here does not show any black at all, but the material preview does, as shown below material preview Main in shader preview Start of graphend of graph
I can't say I'm as enthusiastic as the rest. For a large part, that just stems from a dislike for WoW's art style (and a tiredness of it, with all those chips or armour taken out... blegh) The whole of the armour is just a mish-mash of grey lines going into every direction and they fail to support the silhouette in any…
Hi, I guess and i hope that this is a nub question. I made 2 test renders fast with 1 sphere obj. One has 2 uv islands and one has no uvs assigned. With applied shader the one with the uvs applied got a totaly other reflection/shading outcome because, the shader splits with the uv island seams. This shader is for a…
So I finally got some time now that the game has been released! So like I promised.. here are some images of how things look in mari. It's worth mentioning that MARI doesn't do any sort of texture filtering so it's display can be sorta rough at times. However the output is pretty much the same as what you'd get in…
I'm working on a detail material function and I'm getting these two errors. I didn't get them when I was using the texture parameter. But I needed to have the function more flexible to have multiple map inputs. But now it broke down and I have no idea why.