I renderd out the normal from my highpoly. Then i copyed the normal and used the X-normal plugin in photoshop filter -> Xnormal -> Normal 2 cavity (I think i used the setings X+ Y- Z+) Then i took the cavitymap and made more contrast to it so only the highlited part whas white and the other parts black, Put the layer on…
Fred2303: Thanks man! theslingshot: Cheers. Yea I was trying to get that balance with the pedestal without it being too distracting. garriola83: Thanks. For the turntable GIFs: (Hopefully I didn't miss anything) -In Marmoset, select numbers of frames (I think I went with 36) and output your turntable screenshots. -In…
Ah right sorry I guess it wasn't clear. You make a new layer (on top of the bg colour), use circle marquee tool (if you're using photoshop it should be next to the lasso tool). Hold shift+alt, drag to create a perfect circle. Then on the layers panel, there should be an option to 'lock' that layer. That will stop you from…
Seems like all the big players have joined the party, VR will be a very exciting platform! Valve + HTC = Vive Oculus + Samsung = Oculus Gear VR Microsoft = Hololens Google = Magic Leap? Apple = Recently patented a HMD design
i've downloaded it and try the human reference....it is so big. I wonder if its my settings that are not correct because de size of the UDK player reference seems to be 1960 feet tall XD Will check it out more in depth tonight though
Not sure how to do this. This idea is pretty good, although it did not work. Attempted it without the invisible texture. The particle system vanishes even when the particle is still on screen. ( when moving away from the particle spawner dropped by the player pawn)
this is more programmable art, like the players will be able to change the scale of the leg,tail,head...ect joins changing the overall look. but i can try adding some hand painted textures and bumps...but it might stretch when being scaled.
To get good sizes. try using a UDK player mesh and stand it next to your props and doors etc. Obviously if you are using UDK. You could even import into your 3d program and get the sizes right there i suppose. :)
i'm thinking it would work in a similar fashion to the hookshot in the zelda series? if so, i'd do something like this: Raycast from player position to target Store raycast hit in a Vector3 transform.translate from current position towards Vector3 * speed