Yes it will make things faster on eahc texture set individually as you'll have less blending operations between layers, but you may have to recomposite the different parts together manually after export.
Unweld a vert and your character bleeds out... Make sure to mine HippyDrome for all that is there. The grescale on the wireframe gives you weighting information which most people overlook and just oggle the pretty bending.
Bleeding the Brakes: https://www.youtube.com/watch?v=UwGeJP8sK_M Rear rotor in 4 different wear states. New, bedded, heat checked, and cracked: Brake master cylinder + booster: Fluid transfer tools:
yeah currently using ground planes because we can't use the landscape material with height blending. so I'm probably going to export the planes out and model in some height variation. cheers!
To help the eyes blend in better with the rest of the model it'd be best to tone the blue down a notch as well as the saturation. Right now the eyes are too piercing and out of place. Same goes with the skin tone.
I haven't checked out any of the links that have been posted cuz I'm in a hurry but: try messing around with some noisier brushes and use the eyedropper alot, use that to blend colors together
awesome but i think your render and the screenshot dont really blend enough, maybe more color correction or something. also that screenshot looks like its an unfinished pre-release shot of that level.
Awesome!! I played the shit out of this game over the weekend. To the point where I thought my eyes were going to bleed!! Great job on the assets, thank you very much for sharing!!!
[ QUOTE ] Halo 2 - everything about this game was painful, and now I work in retail selling it and must listen to those Halo freaks rave about how "revolutionary" it is. [/ QUOTE ] bless you, sir.
What's to stop you doing the dithering by hand with a dx1 texture? Might be a good way to get *some* kind of softening effect in engines that don't support alpha to coverage or any other nice blending.