I make two playblasts, the first is of everything that will not reveive the glow (I hide the glow objects) the second I add a bright green shader to everything in the scene including the character, I change the background to the same bright green, unhide the glow objects and make second playblast. In after effects I key…
Ok I see now. I would make sure your visually consistent with your materials then. Right now you have green for the hard armor like skin, but you have it on softer muscle as well. With the Drell in mass effect the soft vulnerable areas all shared the same colors. A redish color in Thane's case. I would use a dark green for…
SCRATCH ALL THAT... the vertices will just appear randomly no matter what. Deleted the (what i thought) was the issue part from the scene in Blender. Exported it.... Now i just get the vertices (circled orange) appear on another part of the mesh, and i spotted an edge (circled green) that is just randomly there despite not…
@tmighty Yes, but it is a little subjective when looking at the RGB version of the normal map and can be hard to identify correctly if you don't spend a lot of time looking at normal maps. However, depending on the handedness you are using, each configuration will look as if it was lit with a light green colour from…
Oops, forgot to say that that oval shape you have there connecting 3 horizontal roof beams, is actually circular and is only attached to the 2nd beam :P Also your environment doesn't match the length of the concept(that explains why your horizontal ceiling beams are closer than they should be). The problem is, you are…
stop using vertex color. You'll use that to color the scene, you shouldn't be doing that for the asset so much. Look at vig's paintover. notice how he has greens, reds, and oranges in the wood. It makes it much more vibrant. Look at the mushrooms - see how the green one has different greens and yellows and browns? you…