@Y-NOT486 I do not think it has a certain name, I just played with the post processing volume a lot. Which gives it this non realistic style. I might go back to the environment and play some more with the lighting and the post processing to catch a more alien vibe, would be a good exercise. And thanks! ^^
Hi! Here are two videos that should help you on your way! [ame=" https://www.youtube.com/watch?v=YyJJAp17K-Y"]DDO & 3DO Workflow Primer - YouTube[/ame] [ame="https://www.youtube.com/watch?v=0A7Pq8bY3SM"]DDO Basics with Leslie van den Broeck - YouTube[/ame] More documentation is in the works!
Thanks for the comments, guys. I'll see what I can do to sharpen the cuts and scrapes of the blade. Will also try to make it look more metal-y via the specular map. And thank you, I do like this axe better than the other one. Looked up some tutorials on wood-sculpting.
looking cool.! (Y) Yea you can while posting click on Insert image option right after a weblink. where you can link your picture . But you cant do it right from your pc.you have to upload it somewhere like flickr or photobucket.com and then you can insert that image link.
No, no, it's the edge flow. Yes, quads are always fantastic - putting triangles onto the mesh wasn't what I meant. But quads should flow with the anatomy for proper deformations if the character will be animated later on. This image shows perfect squares along x and y axis. Limbs are not able to deform properly with such…
As of CRYENGINE 3.6 and the PBR system that comes with it, you have to put your Gloss Map in the Alpha of the Normal and then sav eit as the crytiff preset you've mentioned. That also answers your second question. The detail mapping in CRYENGINE utilises 2 channels of the texture for normals (x,y), 1 channel for diffuse…
t-nation has 10 years of free articles. Educate yourself! http://www.t-nation.com/newchives.jsp?y=2007 Sweat, sweat, sweat. Give me 100 burpees! I'm all for mixing up the workout. Every month, I change up my workout, just to give my body the variety.
you can select all your mirrored geo and apply a copy of the normal mapped material with the one of the channels flipped. In max for example the normal bump material lets your flip the channels on x or y or to swap them. Try which ever setting works. It's worked for me anyway. Hope that helps Alex
Yeah, dude just can't catch a break.. I was worried about that, but I'm glad :poly117: Oh, and I'm feeling kinda smug and self-important now after a couple of eps in having called , despite her sometimes acting a bit like a sulky 13 y/o. 24 still going strong :)
as with the age old fight of what is up (Z,Y..). I stumbled accross similar problem with cubemaps. spefically I just added .dds support to luxinia and found (among other bugs with skybox) that their orientation differs as well. Like the cubemapgen tool from ati comes with several sample cubemaps, and there is all kinds of…