Have 2 models, a internal damage model and a hull model. Make your laser apply vertex colors. Make a shader that goes transparent when a certain vertex color. Then add the bling effects, blend the borders with grunge, add the heat effect. They only allow certain areas to be destroyed, so blend with a 'allow damage map' if…
I'm thinking that as well for the grip safety, that on every other pistol I've ever seen, that it's part and parcel of the main grip or body. I think I'm going to blend it back in. That deck though is very strange. The problem I have had previously was to make it like a real pistol and match it up that way. I should just…
Use it for particle systems, usually. It's good for effects where you want to add something on top :) Here's a quick example for a fire effect. You take some particles (left two) and use additive blending to add them to the scene. As they overlay, rather than getting rid of information in the scene, they add their…
Thanks! Yeah I know about Mix map, but it can handle only two layers, and I have to display 4 layers. Now I use composite with my masks, and I simply set the textures uv channel to 1 and the masks channels to 2. It works fine. - If you are tiling inside the material editor in max, and you will use the meshes in your game…
Hi Guys, I have been working on a greeble generator for Unity and Blender, here is the Unity version, available in the assestore. https://www.youtube.com/watch?v=s5-dhTqoaxA&t=3s What It Does: Two-Layer System:
The tool generates details in two layers: the First Layer creates the base greebles directly on your target…
The game is pretty as hell. They did a great job, especially with the lighting. I do however want to give special props to the Audio team. There are SO many good decisions being made, and the amount of little flourishes installed throughout the game are so enjoyable. Super subtle stuff like the musical cues when using…
To those wondering. Jaw dropped when reading the thread title, I was 1-2 years later on, p.c. downloaded it the other day to check the format export options & to remember the old times. (i am not even that old really just came in "young".)
I decided to re-assess my this pieces' textures ... again :) The original was too plain. The second was too overly chipped and the wear was too "painted on". I have learn much about texturing since then and I believe this is a major improvement. Less chipping, more roughness variation and more based on real examples. I'm…
I have used a normal map in a separate fill layer later applied an anchor point to set up micro normal in the main blue painted layer, thanks for replying btw.