So here's the deal with source. It becomes incredibly expensive to render out spec maps all over the place. That's why most of my models were using a phong specular. I switched everything over to using the texture spec (really weird how you have to clamp the black/white values on the texture for source). The orange spec…
you've got a case of affine texture mapping. you can change this to perspective correct texture mapping in a few tools but i have no idea what you're using so i'm not sure what to say. the explanation for it is pretty math-y with matrices and stuff and way over my head but the gist, from what i understand, is that the…
cool start on the clothes and bits, some of the folds on the tunic are looking odd and weirdly geometric rather than flow-y cloth. that beard, it's really not doing it for me, I like the stitches, it bothered me when I saw they had not 'end' to the actual stitch part, but it looks really nice so far. Good improvement on…
Oh UDK, y u no be more user-friendly. For the alpha, what you need to do is go down to where it says Blend Mode in your screenshot, and go down to Translucent (or something like that). Anyways, that'd be where you'd do it. And then just drag your alpha to Opacity, which wont be grayed out anymore. Right now your textures…
Looks pretty good so far... for visual benefits wise... maybe make the back legs a little bigger? or add a small variation to make them look a tad bit stronger and give it a slight slant forwards after adjusting them? kind of like how dessert patrol cars look... I've never been a fan of symmetric front and back legs on…
That really looks like mirrored or Y channel issue. Notice the shading on the head comes from the top of the scale and the scale appears to be concave while the body scales the shadow appears around the bottom showing a convex illusion. Did you bake the shells to multiple textures and forget to flip one of them before…
@DKK thanks for the feedback! I agree with all of your points. I was just noticing last night the shortness of his legs and even his arms. I'll definitely work on bulk him up and fixing up his nose. Hopefully after those tweaks I can work on cleaning up the blob-y-ness. @fisher Hey man how's it going! :D and they are super…
@Jeremy Wow, thank you sooo much this is extremely helpful! How big/small do your sprite sheets usually get? (how many images per sprite sheet) And in order to compile your sprite sheet in photoshop, would you just render each frame and place them manually in their x/y positions on an image? (i'm asking because usually…
Yes, there is a bug right now that results in the document resolution numbers influence on the texel density being ignored and overridden by the resolution of your input maps. So, if you create a document in 4k for example, with a texel density of 2k, you would expect a texture to tile 2 times across both the Y and X axis…
Well just the actual details generated are much better and it seems to blend in photos like an artist would. It's procedural but doesn't look procedural - just check out their workflow video here: https://www.youtube.com/watch?v=YyJJAp17K-Y It's also PBR which is mega nifty for all these cool newfangled engines like UE4.…