I dont want to sound like a dick and jump to conclusions, but are all those assets on your cg hub truly yours? They all have varying degrees of skill put forth. I also notice some erase marks where titles should go on a few of them. Most obviously the wood. Also, this low poly handpainted sword on your profile:…
There seems to be a p o l y c o u n t group on steam which I'm a part of, and it looks like adam is one of the moderators judging by his avatar icon. Sadly it looks like the last post was October 2012. http://steamcommunity.com/groups/polycountpublic Should we create a new group? or somehow revive that one and see if we…
Then what if this targeted the unemployed or those trying to break in? Being unemployed sucked, and getting laid off sucks even more. It can be depressing. This virtual studio of sorts could be a base for those who need to be retrained, reprogrammed and recuperated. Who ever is in the group at the time can work on…
This is pretty cool, man I totally agree about scale issues and containers for the food items. For the skull I'd say you should keep the middle seam in mind a bit. It's a little distracting with so many cracks right there, so I'd lay off it a bit. For the brains I think you should handle its surface treatment way different…
There's a bunch of Hand painted textures stuff out there already, take a look at Slipgatescentral (his videos are quite inspiring) Ben regimbal and haikai.net stuff. Something good to know is that it's not about the tools with this thing but more about your skill as a painter, the default brush of photoshop is good too. I…
@MrRik - Yep I will rework the uv's and scale down the texture @TJ062 - I wasn't sure but I'm getting the idea that this texture sheet should only be for this modular piece. @BringMeASunkist - No offense taken dude, I'm here to learn! Nice spot on the additional vertices, I missed that and tx for the menu item to deal with…
Try this:"VertexlitGeneric"{ "$baseTexture" "models\player\items\engineer/kepi" "$selfillum" "1" // Cloaking "$cloakPassEnabled" "1" "Proxies" { "weapon_invis" { } }} Its one of the most basic VMT files you can do. You can start adding to it and see where it goes wrong. Or comment out (add // at the start of the line) all…
Its a difficult problem and pretty much any traditional method of lighting would have some sort of issues. If you're using lightmaps you'll have major issues too. Cube map probes that update in semi-real time would probably be the solution here. Wouldn't need to be every frame or anything. Still would probably be fairly…
agree with lxenonl, this item is briefly touched on in Eat 3d's Introduction to Cryengine Vol. 3 video tutorial, chapter 41 (I just watched it today). Put your gloss map is in your specular map's alpha channel Enable PerPixel Specular Shinines tickbox* in the Shader Generation Params of your material. * It is really…
Having the option to do it in the first place seems good enough for me. My original thought was to include it to not have to worry about the UCX_ naming convention for collision meshes, but I see that you're already generating the correct name when adding a hull from the menu (which is phenomenal, by the way). "Move to…