Alright I have a video uploading to explain the overall ideas that went into this material and its execution.. and video just shows the effect better. I also refined the refracting glass a bit, as I had made an error in one part. Not serious, but it makes a difference. here's a new screenshot I'll give a short detail of…
Stitching is not needed unless you want to make screenshots that far surpass your GPU limitations, like something crazy as 20k+. In your case you had the high res screenshots (similar to how people used to make them in Unreal 3) but not have them Super Sampled on top which is one of the key things. How were the dimensions…
i think it is not a bad model as 4 the first modular stuff. I agree with all previous comments. On my side i can tell that your textures need more definition. E.g. stair steps could benefit from edges being lighter and "anti sliding" relief could be more defined and sharp. Basically, where people walk on and scratch…
Yeah I've crawled through the scary bottomless pit that is the internet, i've already come across that. It only really explains knees or elbows. bending linearly in one direction. I need a good example of topology for complete oscillation of a joint, if you know what i mean? "waist/crotch/buttocks and armpit/shoulder"
Some old links I used when my dreamcast was going a bit skatty. http://forums.gamewinners.com/forums/showthread.php?t=408639 http://dcforums.co.uk/forum/index.php?showtopic=37743&mode=linearplus http://www.dreamcast-scene.com/community/ http://dcemulation.com/phpBB/
I went thru the programmer email-list threads I've saved about DXT. I know it's a lot of reading, but there's some really good info, might help your doc. Also answers some of the questions that have been asked... "Most textures used in games seem to fall in roughly four categories: 1. Textures with a lot of relatively…
Thank you for taking the time to record it as it will save time for everyone :) It is indeed a misunderstanding, mostly coming from using jargon too loosely. First off it's important to realize that the case of the previous artist (graphic flame pattern originating from the open edge of the helmet) is fundamentally…
Quoted out of context actually. Italicized for emphasis "Never, EVER remove the forward, (Z-Axis), movement keys from your character’s root/pelvis bone to see your character cycling on the spot unless you want them to plane forward in an unnatural manner when you key them forward again. We don’t move linearly in real life,…
Heya buddy! sorry for not getting back to you (I completely missed your reply!) ive been alittle busy with work/a personal project im currently putting together. Hmm, well alot of the details I created are fairly simple, mostly created on a plane and then deformed into shape using the bend modifier or even FFD so that I…
Normally you need to have two layers. Base and clearcoat layer. Haven't tried yet but I guess will work. At leas I had it like that in UDK) Base layer needs to be with roughness aground 0.5, might have metallic input ( 0.5) Second "Top" layer needs to be the same as previous shader but with really low roughness and…