They're mainly just for visualisation inside SP, and shouldn't be counted on as 100% accurate. If you're not sure about what PBR is, that's a good place to start (just google it :) ). Besides that, the main thing to know is how they handle alpha channels. Alpha blending is for semi transparency - glass etc. Alpha masking…
can we compile all these a.i. threads into one, its a bit annoying how it keep popping up a new thread every week almost like hammering until we "agree to it?"... whatever i can also not come here anymore which is what it will do eventually. So if that is the goal you are 100% on the way there, i also know no one cares but…
A little information on "Sir Ridley Scott" (born 30 November 1937) Britsh film director and producer. http://www.rottentomatoes.com/celebrity/director-ridley-scott/ Total Box Office: £1100.4M $1.8 Billion US $1.3 Billion Euro Highest Rated: 97% Alien (1979) Lowest Rated: 19% Domino (2005) Prometheus 2 Director -- 2016 Red…
Sorry, but i'm not sure that i understood you 100%. Do you mean that i have to make the shoulder blade bigger to also connect it to the arm, instead of just the shoulder? Also i cant figure out which bones are missing at the forearm area. I'd appreciate it if you could elaborate a bit more.
yeah i would say this is all about the pure geometry side of things and this is by now pretty straight forward no matter what software you are coming from. there are differences in the ways normals are constructed, how triangulation is built and so so. so at one point it will be needed to go with the pipeline and…
what kind of game is this for? If it's first person I'd personally be inclined to give the black tape some more geometry to make it stand out from the surface of the wood more; so like two loops top and bottom of the tape. I know you have that end bit there, but more would be good imo Maybe push the spec highlights a bit…