You can apply a Transform filter (in the Filters shelf) to your effect stack. You would need the 2 walls to be textured in separate layers with their own mask though, which is probably good practice since you will likely end up with other dirrectional effects you may want to apply differently on both parts of the wall.
It's fairly common iirc, at least in Germany an Internship is usually part of the Bachelor's level degree. I had a hard time applying for Masters programs because coming from the US after my Bachelor I didn't have any internships and most schools require up to a year of practical experience to apply for Masters level…
Made enough progress on stuff to warrent an update. I made a few quick rocky-type assets and a few shaders in engine. Both the floor and the main ceiling mesh have a vertex painting capable material applied with a few various textures applied to each. Gonna start the throne foundation here pretty soon (finally lol).
I made the high poly for the first branch variation, baked the normal and ao and applied that to my existing tree trunk to see what it looked like. I applied block colours to the albedo with slight variation to the hue on a few of them. The tree is only intended to be used as a background asset outside the outer border of…
will this work if a single continuous mesh has 2 or more colors applied to it? for example, lets say i have a shirt where I want the left sleeve red, the right sleeve blue and the torso area purple. this is a simplified case, however, i run into the scenario often where I apply materials on a per face basis.
RollThrust and PitchThrust are just the values you'll be applying to your craft's pitcha and roll controls to steady it. MaxForce is the absolute maximum amount of force you want it to apply when the craft is on its side. Normalize them because if your object is scaled they will not be unit vectors. You'll probably want to…
Hmm I get what your saying about the fatty, but the people I will be sending it to will be exposed to imagery like that in the industry. Obviously It may not be appropriate having it there when applying to a dev that deals with kids games for example. Definately one to think about! Ye think I will take the parts mentioned…
1. Yes. In my discouragement I -did- blow up my texture. I then applied so sharpness to it and it did nothing to help. 2. When you bring in textures for overlays do you sharpen them before applying them? 3. "depth or detail"; I get detail, what do you mean by depth?
Here's a few secondary questions for Rawkstar, Xenobond and anyone else who got hired as an environment artist despite wanting to do characters. What did you guys' portfolios look like at the time? Was it all character, did it have environments? Did you specifically apply for environments or did you apply for something…
A closed curve/spline extruded along another curve/spline with a twist deformer applied to it (offset the twist deformer from the open curve, the more offset it is the larger the diameter of the spirals)... Edit: Make sure your open curve has enough spans to twist how many times you want it to before the twist deformer is…