I would write a script for this but there's a hacky way you could get something similar. Create your particle system, set the speed to zero or very small if you don't want it to align perfectly Set the particle lifetime to something short, 0.5 or less In the Shape tab, set the Shape to Mesh. Set Randomize Direction to 1.…
------------------------------------ UPDATE NOV 2016: IMGUR ALBUM ------------------------------------ Here's a collection of images I've shared on Technical Talk over the last years (continually updated with new images I post). They keep disappearing in old threads, so I've put them into one place, and hope they'll be of…
Hey I've been messing with foliage in unreal 4 lately, just like you.. How did you approach these grass "tufts"? Did you mess with the vertex normals at all? And did you do anything special with the shader.. pure foliage shader or any stuff like FuzzyShading in there? I'm not a 100% happy still with the results I'm getting…
Thanks Ypar! :) Sort of yes, and sort of no with the joints. Essentially there's a few shapes that help me remember exactly where anatomical parts are, shoulders, knees etc. The shoulders are typically the area I need help with most though, as their shape and shading can very wildly depending on their positioning. But the…
Okay, here's where I'm at now. I lowered the scale on the fastskin2 shader a ton (it's at .6 now), but I feel like it still needs to go down even further. I'm noticing the skin is starting to look more waxy now though. Skin shading is frustrating. I'm having tons of trouble with the eye and skin shader, as well as the…
will do;) actually after your reply I started shaping him more with shading, since as you said he was rather flat. about the lines, you are suggesting thicker lines here and there? as in thicker lines to the parts that are closer to the "viewer" and thinner lines around the parts that are further away kinda thing? anyway…
That alarm light on top is quite the eyesore. Add some extra sides to that and possibly make it a more like a chamfered cone than a completely 'round' shape. Having shapes that are supposed to look somewhat sharp will look more convincing than trying to make a round shape with too few polies. The light is the biggest…
So, after finishing some freelance work, I wanted to do a nice relaxing project. Nothing too big, yet something to learn from. I gave 3Point Shader another try and really put much time on the texturing and shading part. And yeah, the 3Point Shader helped me getting a result I´m quite happy with. It´s the Demon Edge Sword…
Hey guys, Here's a video and an image to show of my ongoing SSS effect in ShaderFX for Maya. It uses a half-lambert like reversed lambert calculation which is modulated by a thickness mask to add the SSS translucency effect. Stored to a render target and blurred using a 9-tap blur. Using shadows to mask the effect as well.…
It's a nice start but it is too stylised to fit in the Mass Effect world. Reduce the size of the eyes and modifiy the shape so it's so almond shaped. And if you really want feedback on the head, share it without the hair mesh because it's very important to get the shape of the skull right and right now I suspect it's a bit…