Here's a quicky for hand painted stones using offset in photoshop: 1. Start with a new layer and paint a couple of stone/slab shapes using a neutral colour in the centre of the canvas: 2. I'm working on a 512x512, so offset this layer by about half (256)in each direction (the value doesn't really matter in this case so…
I'm interested in having characters that can customise their character, adding armour to a standard model. adding armour on top of the model, diffuse map over the normal map? how one could do it in the old engines one can buy or steal armour and place the armour on target areas of the character- arms and shoulders, body…
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…
Ok, just ran through it on my copy. You have to be sure you're in projection mode first. I have mine assigned to G just like in zbrush. It's the button that looks like a checkerboard sphere with a brush pointing at it, just to the right of the 3d button with a brush pointing at it, at the top of the window. Once in…
Or instead, right click on the layer style layer (the stroke in this case) and hit create layer, this will turn it into a standard layer, merge it with the red shape layer, and then drop shadow that. should be coming up rosy if all goes well.
if you ctrl-alt click on the layer visibility icon it will hide all layers but that one. If you do it again it will restore your previous layer visibility. Just don't start fucking with other layers or it loses your layer visibility.
You're hunch is correct. Having needlessly complex collision will have to track more faces on the collision mesh and things that don't need to be part of that collision are now factored in. Players can get stuck on things and a player capsule might pass a long a dozen or so faces when sliding along a wall where a single…
Nice start ParoXum! I think it mainly could use some contrast right now. Needs a more distinct shift between lights and darks. Could also use a little color variation, maybe some more yellows and blue/greens in there, it seems to be all one hue and value right now. Maybe add some little flowers in there too? :) Love seeing…
Game animation also tends to have a lot of restrictions. Especially combat stuff. Game anim uses a lot of blending between clips, and when you get a whole lot of clips going in and out of the same thing, not knowing which button the player is going to hit next, it wont always be perfect. But with restrictions, you also get…
I think modularity is a bigger category than a lego sort of set up Modularity includes tileable textures on different geometry, assets used multiple times in a scene just placed differently, grid systems, assets that combine in various ways to make different assets As far as I understand it modularity aims to make creating…