//=time() ?>
And now they're in their animated glory! No beast is ready without an idle pose. I'll upload a Sketchfab version once I convert the ColorRamp node I used for the emissive glowy parts on them into textures! #b3d
emissive seems to be the one thing had take a look at. I think clamping the values might be the way to fix it.
Cause see?
the stacked texture's values on that channel ar going up causing the whole mesh to be emissive.
so a clamp should keep in place.
small update, i've just disabled the emissive textures on the skin, and oh boy do i like it
簡単!EmissiveのUVスクロール!
クララちゃんのベールに桜を降らせます。
①桜のパターン画像を用意します。なんとなく並べておけばいいです。
②UTSのEmissiveに画像を適用&色を決めます。
③EmissiveのAnimationをActiveにして、数値をいじります。
④UnityのPlayボタン押して確認しましょう!
so I'm using the inverted cull (solidify - normals) and exporting it with an emissive black color. But babylon.js doesn't pick it up.
_Radiation_
As a response to the topic on emissive image format and neo-neo-romanticism.
Also posted on my blog https://t.co/7xir0eYUpv
Lots of things for #tennogen WIP!!
First - with the super talented @CleoNaturin - Enigma (??) Syandana concept + some high poly shots.. & one test bake on the top peice - will be tattered at the bottom / battle worn / kind of void warped textures? Flowing emissives!
Hi, again! I decided to remake my old Dr Nova model from @OriginRealms, including this Scan table that was really fun to make! Looks really nice in this render, especially with the emissives.
Will probably do some more NPC remakes and more NPCs soon!
#originrealms
litcherallly just got into substance painter so i'm not far w/ the model yet BUT he he emissive textures...
@Coelacant1 I dig the textures on the armor! My proto is a little simpler in that aspect, and i accomplished those emissive areas using extra verts to preserve quality, but those look dang good!