Today I've been texturing Caitlyn's boots. It was pretty straight forward, use the brush tool to make the straps around the boot, add Bevel and Drop shadow in the Blending options, and add the metal part to it. The most interesting part about today is making the seams. I did this by creating my own brush, in the Brush…
I like it! The skid plate in the middle has diagonal scratches, shouldn't they be forward to back? The suspension is actually straps of metal stacked together, it would probably be better to straighten them out on the UV layout for two reasons. 1) They'll pack better. 2) You can more easily draw straight lines on them…
Most engines I've ever dealt with are able to use both Biped and Bones. We've even used both in one rig before (Biped with extra bones hanging off). In the end all that the exporter is doing is pumping out rotation and position values to the bones in the engine so it theoretically should just be some extra work for the…
Not a fan so far so I'll get the bad points out of the way... 1) The motion blur, its TURRIBAL. In fact often the view weapon looks more like its being rendered at 5 frames a second than the smooth 30 they said it should. Most of the time I find it hard on my eyes, very over done. 2) The perks system. Maybe its just me,…
Hello, I am in the process of creating content for the unreal marketplace and beyond. My project is to make a collection of realistic rocks built in Houdini. These rocks are for use in games and real time environments. So far I have 5 cliffs built. My goal is to add some mountain meshes and boulders as well as small…
I wonder what's the best solution currently? I mean something like this: https://youtu.be/rgSq0jq5DzY Form what I see in this video it's a perfect workflow. But I'v never tried it in MAri myself. Is there other perfect solution? Sadly I can't find any decent replacement with Adobe or other tools. I use Substance Designer…
What you're asking for is the same problem as growing trees or cracks. It's possible to do implement in designer but it is a truly obnoxious endeavour. fx-maps are the easiest way to handle recursion but you are very limited in terms of blending. Pixel processors are basically the opposite
Planetside Software, that's the company not the game, has released their latest terraforming software, Terragen 2.2. It's a world builder that lets you create vast realistic landscapes filled with picturesque mountains and clouds. I'll list the presser after the jump. Here's the press release: Terragen 2.2 Now Available…