In the above example if you're going to cloth sim the cape and the cloth that hangs over the legs as well as the tunic piece you should probably do a full on collision mesh, like a force field around the character But don't push it out too far away from the low poly mesh use the offset value for that. Its going to look a…
Wip of the Orbital Laser. Would like any feedback on the timing and colors so far. Having the timing down for target would help before moving on to the timing of the laser, blast and additional elements [vv]123025906[/vv]
Litte update: - added laser rail (way to short but I don't want to cut the barrel cover - added laser aim (WIP) - fixed the fire type switch - added that thing that throws away a shell-case
dont forget to chunky up the laser pointer and the little keychain thin. right now it's too tiny. I made somethng like this, some time ago. Check my website, it has a laser pointer in a revolver :)
@aclund3 It was a fun exercise. I knew going into it what I wanted more or less but testing out different themes was interesting. I really liked Midnight but I don't feel like it fit the theme very well. I may make something later that fits more in line with it. @heyeye Thanks! Not going too crazy on lighting just yet but…
I'd recommend xnormal for what its worth. At my last job the workflow was something like: a) Block out model in 3dsmax b) Export to zbrush and create a high poly sculpt c) Export the high poly object for normal mapping d) You'll probably need a better low poly mesh at this point than the block out. I'd normally decimate a…
Hey everybody. My videocapture of the uv's worked, but somehow the sound really messed up. i'll try to fix it, but just in case it doesn't work: here's the basic process in writing. Barbarian Chick Tutorial Part 2: unwrapping. uv's: make sure all the fur and hair and chains are out of the way (move them off to the side for…
Thanks for the kind words guys! :) Finished some small dark stones for procedural distribution on the landscape layers. They didn't end up looking the way I expected (shader wise), will do some more work on them later.
A mix. Simply using a tiling texture for each mat type would work, but it's low effort and kind of meh looking a lot of the time. For a load of props, unique/atlased RGB masks might be worth considering. So a mix of generic tiling materials, with a mask to blend them with context to the object. an example for metal it…
We changed up how this works for Toolbag 5. You can set the UV channel for the material in the Texture panel. If you need different maps to use different UV channels, you can do that with layered materials. There's a ton of additional flexibility in this case too, you can use blend modes to multiplity, overlay, etc…