mhhh, i also could write the radiants to the w value of the uvw. that way you have a 2d facing direction. for this i have to read the geometry as well. this will take some time ^^ was a thought from me as well. need to look for a framework for this that i can use. maybe i could spawn thread for every check per each cluster…
Happy Friday Everyone, I've created some cool new tile-able metal textures...you'll find them on this page on my site: TXR-Metal-Seamless https://soundimage.org/txr-metal-seamless/ OTHER NEWS GLASS TEXTURES I'm working on new multi-colored glass textures that should be helpful for stained glass windows, gems and jewels and…
i liked playing it through a second time but what I really liked about the first run was not knowing what i was going to see or where to go. i have a very short attention span though :)
Hmm, I was trying to condense an abstract concept into a
more concrete and practical advice, but am realizing that it was probably too
reductive. The point I was attempting to make about the area marked up in red
was that those secondary forms you added weren’t very “descriptive”. They don’t
communicate any useful…
There has been a coup; The king has been slain and his throne abandoned. We're shooting for a European throne room in a realistic style. Ian has started putting together some concepts, compiled from different references images. The first is of our thrown. The king has been slain in his thrown and his body dragged away. The…
That did it! I just set it on all the meshes at once and it works like a charme, for the textures aswell as the lightmaps. All of the environment is now really sharp, though i guess I should still give it a test on a old PC. The only stuff that is visible streaming in now are the textures on spawned skeletal meshes but i…
The objects need to be anchored to the environment a bit more. For instance, the rusty handrail is placed on the concrete bricks, but there is no rusty water runoff that stains the concrete? Pretty much any time one surface type meets another, there will be some type of transition piece in addition to staining from water…
UVs for game art is actually not just about cramming things into a single sheet ; it is also and just as importantly about : - Making the UVs human-readable so that another artist can take care of the texturing (even if the texturing is driven by masks). Meaning, orienting the islands the right way up and grouping parts in…
I have been TRYING my best to figure out the architecture of this world... This one is the design of the spawn point Gemini Altar where the game begins... (Left to right: Floating island with pillars and waterfalls spawn point, bridge, exit with statues guarding the exit) I tried incorporating the rune design from the…