Hopefully you figured it out! My approach would be to notice that the big shapes are really variations of the same sort of rock shape with some smaller variations. Maybe try getting a couple shape variations of the rock, plugging into a tile sampler, then blending together smaller variations with a mask so that you have…
WIP render, got some texture in there and focussed in on the mouth parts. Spent friday evening sat in front of my computer researching arthropod mouthparts and feeding mechanisms, so have lots of new info for the visual library! Am blending with human anatomy here a bit (human skin on the render), so it's not at all a…
Wow all those advanced features, but alas NO FILLET! all I wanna do is be able to select edges and add a fillet of a size i choose, and even edges that blend from one radius to another. The chanfer don't cut it. Anyone use the nPower plug in? is it any good? What is the resulting mesh like? is it quads? etc....
modelbecause its been A while since ive used Unity heavily, this prop served as a refresher on exporting and importing Animated objects into the engine. I even went as far as setting up a blend tree and script to have the prop react to having objects set on the button, Ill have an example of this posted with the next…
the armor can manifest and change itsfelf like the venom from spiderman, also if you read the manga you can clearly see when guts uses the armor, he gets injured by it his whole body bleeds till hes almost dead, the person who wears the armor is cursed and cant feel the pain
I've been messing around with doing this and have a similar problem. Try rescaling the CV Curve from xyz being 1 to .99 and see if that fixes it. Edit: Scratch that. Worked on a small test I did. What you need to do is first turn the skin weighting method to weight blended before adding the influence.
Chunkier! You are so right, that's an excellent description. I need to work towards not overpainting, I think I'm over blending and losing that looser, chunky feel. I'm happy that these are sharper than my last one but they are absolutely still too "soft" in appearance when compared to Blizzard textures. Thank you for the…
You could just draw the streaks, using shift to keep strokes still (if you need), and adding a 'fadeout' value in the brush settings. Then it's just a case of finding the right layer blend, usually 'multiply'. Honestly, spending ages trying to find the exact brush you need makes the fact that it's then fewer brush strokes…
things I use a lot when painting: shift + brackets to adjust how hard my brush is alt to color sample number keys to adjust opacity A lot of newcomers will paint very blurry looking textures, it's a good idea to use a fairly hard brush and use the eyedropper to blend colors rather than smudge.
Yes, by default effects "add" information to the mask, adding white in the black areas. In your case, you want to apply the effect only on your masked color (which is white in the mask), so you need to switch the "Previous Blend" option of your effect to Multiply. THis is a little confusing and we will have a better system…