I was nearing the end of Dark Souls 3 recently and so badly wanted to create a dark looking knight character. So this is the result! I have posted my process here to display how my vector style begins and finishes. First I start with just a traditional drawing in my sketchbook. I may end up drawing a character a few…
Not entirely sure if you have done this already but for dDo; Iterative batch processing. Create many variations of the same texture by incrementing (layers/functions/). So lets say you want several crates made with differing levels of damage. Once you have the base material sorted in dDo, It then creates variations of that…
It's a specific technology that we hope to implement. Right now, in Krita all the editing is done on the original canvas which is then resized. With LOD strokes(the official name of the project) we'll first compute the preview on the image you see(often resized in case of large canvasses), and then on the actual canvas,…
Gamedev is correct. The main thing is that UE3 considers faces with no assigned smoothing group number to all be part of the same smoothing group. So if you made a box in MAX, selected all surfaces, and cleared its smoothing information it will display as hard-edged in MAX but completely smooth in UE3. To fix this without…
a lot of useful things here, but i wouldn't go the procedural designer way because you cant compete with the substance. just being realistic... later edit: woa! 20 bucks! you do realize that there are separate free tools that do what your app does? not to mention commercial apps that do a lot more... later later edit: you…
This method should work for both GIMP and Photoshop: Take your normal maps into photoshop and duplicate the layer. Then go to adjustments and select the levels option. On your duplicated layer, turn down the blue channel in the out put bar (white side) down to 127. Once that is done then set the layer to overlay and there…
well if you use the path version of the uvs (which is what I do) it resized perfectly with your image size change. Just go to the path tab (its in there with the layers and channels) and click on the path. now go back to your layers and whneever you want to hide the path, just hit ctrl+h and it will toggle it on and off.…
Hmm, i haven't hit the instability in the menus that Mario has, it actually feels very solid, just with some of the attention to detail functionality missing. Which to be fair is a super high ask, when you consider just how much attention to detail functionality photoshop does have. Things like being able to drag down…
Since a good group of people seem interested in giving this decal system and Forza 2 a shot, I figured you may appreciate this. This is a link to a japanese Forza 2 site that is very active on posting up new creations. It seems like every time you refresh it somebody has posted a new car design. Have a look, get some…
I'm not sure if this will help but we recently added wrinkle bump maps to the faces of our characters. Because doing wrinkles with topology was a pain, both to model and to rig/animate. It works pretty well. 3dsmax: - In the bump slot put a composite map. (hopefully you are using 2008+) - Create your base bump with no…