Youre welcome. To get the forward shaded translucency working with deferred, set this to be "surface forward". Screen space reflections checkbox can be enabled to further improve quality.
I'm definately going 360...the DVD drive on my XBox is on it's last legs...I keep getting dirty disc errors...it was particularly bad when I went back to playing Ninja Gaiden the other week, and with the 360 being confirmed as backward compatable, it'll save me having to pay £100 to get a new xbox to play all my current…
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Hi! Perhaps you find some useful info on the Concept wiki page I think the base of many environment concepts is a 3d blockout. For example concepts could be done on top of renders of a greybox level, or the current level state to explore options. I think a crucial part when fleshing out an idea, whether 2d or 3d, is…
Or the Studio wasnt willing to invest time to teach you how to create a "working" char. The most valuable skill is to listen and learn fast. You dont have to learn rigging and animation. You just need to know what the rigger and animators need. Its pritty standard that you get a reference character to meet the tech specs…
i am the monster (but you let me right in) is a short story focusing on Kayn's past and lore, namely the events that unfolded after he decided to take Rhaast instead of destroying the weapon. It means to mainly show three things: Kayn's inner conflict and emotions and his relationships with both Rhaast and Zed, because…
'Ello, lovely world of the polycount marmoset interwebs. Let's get to the point. 1. Setting up a scene in blender, including stage, model and camera. 2. Exporting said scene with the posed model (posed armature) as .fbx. 3. Importing .fbx into marmoset. The model is back in T-Pose. Even if I apply transformation in the…
I've been getting pretty great results from the Marmo 3 baker, so I wanted to use that to bake all my maps for use in substance Painter. When I load the Map in Painter, the shading on the seams isn't correct. But in Marmoset it looks flawless. So far I have tried: * flipping each channel of the normal map and rebaking, one…
Update ~ I ran into so many issues in Zbrush once I tried to make my normal/texture maps. I have no clue what's going on. Ffsdfsfsf -__-'' It creates a detailed normal map with the high rez details except it has these hard edges from the low rez. I can't seem to pin point the solution, it happens in both multimap exporter…