Load the height map as an alpha, "Mask by Alpha", and deform on the up axis until it looks "right". But first make sure you got enough polies before you mask.
make hot keys for whatever "angle of view" u want. choose an angle of 1 for an orthographic projection you can "manually tumble" in any perspective camera. ( fluid not stepped ) test with spheres ( say along a z axis... no matter how far spaced. with an angle of 1 in that viewport the projection should show each sphere as…
Thanks ehsan gamer! I'm using advanced foliage shader from the unity asset store. You guys are such earthlings! There is a moon in the sky that is massive, large enough for an atmosphere! We're not on earth. The atmosphere is different, the neighboring galaxies are brighter, axial tilt is zero, and we are tidally locked…
This will likely be the rig I will use for the competition, still some issues with the shoulders, but maybe I have a way around it, and be able to do the animations the way I want them to be. This character is based on a concept by Axbraun : https://www.axbraun.com/ Modeled and textured by Olenka Denis (me) :…
oh okay. i think i got what you mean. well, UDK does have a few problems with lights/shadows when rendering real time previews before building your lights. so, my advices would be: 1) you can either turn on lit mode, and move your light source a bit up on the z axis or 2) build your lights, preferrably leaving lightmass on…
If this is happening when you create the ik handle then its most likely transform related. Check that your rotate values are clean(zeroed), your joint orients are clean(i.e only have values in one axis) and that you translations are clean; the knee and foot should only have a value on one axis, there is also the…
All the normal maps look weird, have you inverted the green channel for them? Depending on the software you're using, you might have to do just that since for example in Maya, the Y axis is up and in UDK it's the Z axis instead. Other than that, it looks great. Awesome high poly work.
So here is a minor update on the High Poly for the machine. It still has a bit to go like little plates and bolts. I am planning to get some crazy pipes action in there and wonky up a few areas as well. Also, the Pistons jutting out of the side of it need a connecting fulcrum and stuff like that. I started experimenting…
new update on this. I spent all of today working on a center piece for the room. This is what it's based off: It's still missing the hexagons+circles joined by lines, i'll look at adding those later (would likely require the rest to be toned down a bit light wise as with extra layers it's going to really brighten it up, a…