A method to do something similar directly in PS without any third party filters or programs is to copy the foliage layer, apply gaussian blur, copy the blurred layer a few times then merge and put below your original layer.
If there are any awesome news in that letter, then they're really well hidden. What are they? That they'll continue developing Cryengine? That they'll still be here in 2015? That 2014 was just great (at least for CryEngine)? That they're merging some team with some other team?
I changed it a bit and like it way more, but I went a lot into blue. I want to have those greens of the start merged with these misty blues. I'll play more a bit with that to see if I can get that. Meanwhile, the changes (:
Exporting from max12 to FBX2012 and also tried 2006. I dont know how I even managed to create extra uvs, is there any way to merge all duplicates? The model works and looks fine but the export says otherwise.
Also what the others said about taper, etc. Also you don't need all the meshes to be connected. The spikes can just stick through the surface fine, you don't need to merge them like you did.
I think that if 3D becomes heavily reliant on procedural generation the field will just start merging with conceptual design, people will start modeling their own designs instead of having a concept artist pass it off down to someone in the assembly line.
Don't know, maybe it's a weak solution afterall... However, if it helps I found this older thread: http://polycount.com/discussion/106029/zbrush-xpose They don't use the timeline at all, simply explode the mesh with Xpose, then merge visible, then export.
Ignorance is bliss and I just killed it by reading this thread. I had no idea Adobe had a bad rep among artist. And I've always been wishing photoshop and painter could merge. Is there no silver lining at all? Is Adobe that awful?
Amazing piece. Lots of personality! 2 things: Your cameris is distracting, moves too much and doesnt put emphasis on character's silouhtte. second thing; try to change mery's cloth for a more sporty outwear. It adds to the context overall
Like Jerc is mentioning, what normal map format did you use in your project ? And which export preset did you choose ? If you used a DirectX normal map, it won't work in Unity as it requires an OpenGL map.