Hello, Thanks for the keymap. It is great however in grease pencil edit mode the W E R shortcuts still acts ala blender ... not showing the GIZMO ... it activate the immediate move rotate and scale blender mode ... I tried to do it myself but couldn't find a way ... How do we ?
Thanks guys! For waves I used texture atlas with alpha, that generated from Base color with b\w filter and curves on top of it, from this setup I also made less contrast depth texture for Bump offset in engine. That textures then mapped on curved planes Images shows that process
W is the third coordinate for mapping. You usually don't edit it, as textures are usually 2d, but it's useful for a couple of things (raising overlapping bits above the rest so they render correctly for RTT/baking, certain shaders, etc. You can also store a lot of data in that channel for other reasons).
Test it in dota 2! It'll give a better representation! And if you update the textures or model while you're in the importer, you have to restart dota to see the changes because of how they hold the cache or w/e now. It's really annoying. @gh33 I like the idea! I'll give it a try!
love the concept and where you started but i cant say im a fan of the texturing. The texturing looks great but seems flat espcially the wood and the metal which im guessing is iron or steel w/e doesnt really represent that ...this is just my I-pinion but overall great work
One really nifty feature in Krita is the wraparound tool, makes painting seamless textures easy. You just press 'w', then enable open gl in settings to visualize the repeating effect. I had been doing this previously in blender. http://krita.org/item/196-new-wraparound-tool
Well if they hit 720p ingame then I'll be impressed. Not a lot of big titles even hit that, on both consoles, and its quite sad really :( So if w get all this new fancy detail and 720p... Then colour me impressed. Just as long as its not that Halo 3 sub HD rubbish.
so is there a technique to model it better according to the perspective? The thng you did in the eye section with the strong defined planes looks like one , how did you do that ? PS ? may be I should do something similar and work out the perspective in B&W and categorize the surface planes?
What to do next - Shaping the pants to be more sleek, less bulky. - Broader shoulders. - Underneath shirt. Or maybe like a pullover, or w/e. - Cool sci-fi gauntlets and white fabric gloves - Hanging split cape with war decorations - Better face + better hair - etc etc
Awesome work dude. I like the new sketch for the dog - the slimmer limbs contrast the body really well. +1 w/ Cordell Felix on the weight distribution too. The killzone guy is a little busy though... the plating seems somewhat crude. The helmet is dope though! Keep going! :D