I did a Corinthian capital entirely in ZBrush once, and I do not recommend it. If you want things to remain clean, precise, and manageable you are best off modeling your individual pieces and duplicating them around as floating geometry. It's a lot easier to manage things that way and you can get crisper results. You could…
@adam, I use references from all over the place and try to somehow "combine them" into something new. Waterworld is just the setting. One thing I found strange about the real waterworld is that everything is made out of metal though metal isn't exactly the stuff that keeps floating yet wood is and you don't see it…
Hmm, I'm not entirely sure if I understood the issue correctly. But here's how I would approach this. I would make two sets of textures. One would be your regular texture, where each brick has the same length. Second one, would have the slightly longer bricks positioned right in the middle. Next, I would make sure that my…
Normally, I either use Play Sound or I toggle one on and toggle it off with a delay. All sounds added via kismet have the fade in and fade out time in their properties. I've never built it, but I'm sure you could plug at set float with a delay back to itself that keeps setting the float to a lower number and assigning that…
Think of painting vertex color as just painting 3 or 4 float numbers for the vertex (RGB/RGBA). These values are used for texture blending. With a custom engine, you can do as many blends as is practical (each 4 textures is a float4 per-vertex, not to mention the extra calculations involved for blending n amount of…
Wire Parameters are what we used in GTA4, but lately I've been experimenting with Float Expression controllers instead - they allow easy clamping, so you can say rotate this bone at 50% of its parents rotation, but only between here and here. You can set up float expression controllers for objects to control their position…
hey ho, I want to display a cubemap in ogre on a mesh in the shader it looks like this float3 viewReflectionVec = normalize(reflect(-Input.CamVec, bumpNormal)); float4 mysupercubereflection = texCUBE(EnvironmentMap, viewReflectionVec); Problem is that I get a visual break in the cube reflection at every uv seam. on a…
What makes an engine capable of "open world" levels is having a good LOD system, good streaming system (for everything), and most importantly it needs some way to avoid float accuracy errors. Object positions are generally stored in 3 float variables in games. The way floats (floating point variables) work is the bigger…
It's hard to tell by the most recent wireframes alone, but what part of that turret is floating geo? It looks as though you've made it so the whole hinge and turret is floating geo, but I can't be certain. And how do you personally decide what ends up being floating geo and what is subd? Does it matter how "messy" the…
Id remove the toon stuff, if its old school stuff you don't need it, people say your portfolio is only as good as your worst piece :) The victorian chair is a nice prop but the render is letting it down, its very flat and grey. https://www.artstation.com/artwork/eLBaJ https://www.artstation.com/artwork/0VGBK You've got…