Welcome to Upside Down - the channel for those who are interested in 3D Art.
I'm Stefan Ivanov, a professional 3D Artist with many years of game development experience, currently working as an Art Director at Pixelmon. I am here to share my knowledge, show you how to model using the latest tools and software and give you some hints how to improve your process.
Because this video does not show the essential, how to apply the toon shader to a mesh, make so. Create a "Map to Material" material and apply the toon shader map to the Texture map property of this material.
Very helpful video. One suggestion: At 2:03, you double-click and bring up parameter panels positioned over the layer panels. This obscures any ability for the viewer to see it as you build things up. Always drag these parameter panels to the far side of the display, out of the way so we can confirm exactly which layer is being used at any given moment. I like your content delivery and added a subscription. Thank you for the time to create this helpful video.
As the mockup concept it's freaking cool and impressive, especially with the fact that it's done by 1 person. The map redesign is super awesome - Overall atmosphere is definitely there. Love the visual of the 2nd and 3rd level floating above the 1st level on this map - those jet engines are sick under the 2nd level platform. The objects and surfaces are very cool, except probably HP bubbles, TP vfx (The tele structure itself is definitely there), and probably the jump pad designs - The last two are more personal and really subjective things so please disregard if you don't agree. The mentioned weapon reload, strafe, fov and so on is something that I completely agree with and it feels like we've got an Ureal Tournament guy here lol, jk! Just like in q3/ql the ability to tweak the graphics would rule in a remake. I remember watching the very first q3 demo and the graphics were sorta close to what's in the video, especially with the default fov (90) so with the settings and/or console commands, the quake community would do its thing with graphics and stuff. You should start a community that could move this forward and complete the whole remake! These guys would be great to involve: www.artstation.com/fren57 - with this concept: www.artstation.com/artwork/rQy8J www.artstation.com/harpiya - with this concept: www.artstation.com/artwork/ad1nz P.S. I would loooove/hope to see a quake remake on this level some day. The communities' purpose is to make a remake if an official dev refuses to create one. HL Black Mesa is a freakn' perfect example. So there's definitely a need to found one |] P.S. P.S. Where da heck is railgun, man? :) - A filthy casual q3/ql player
On UE5, if you want to just add outlines to your scene and keep the original color, you can: - Clamp the final value between 0 and 1. This will avoid glow effects and give you a mask where white values are the outlines and black values everything else. - Use the clamp value to drive the alpha of a lerp. - You can put the Scene Color node in A to get the original color of the scene. - In B, you can add a constant 4 parameter for your edge color. - Plug the lerp to your emissive color and you'll have the desired effect.
One thing I think is worth mentioning. Flax Engine uses their own custom license versus GODOT that uses the MIT license. The Flax engine currently requires you to pay 4% license fee per quarter. This does technically makes Flax an OSS solution, bit FOSS. GODOT has no such licensing in their engine and relies on donations only. This might be a superfluous point to those only considering comparisons against Unity and Unreal, but it it is a worthy note. Comparing Flax's model to Unity and Unreal, the license is not a bad deal. Use this information as you see fit :) Happy coding everyone.
14:12 you jump-cut over after you pressed enter, hiding that Level_01 did not appear under Persistent Level... Whatever happened to you for Level_01 to not appear under Persistent Level is happening to me when I make the level- how did you fix it?
Really really really tbh the best feature in q3 old was the algorythm for strafe jump, the slip in corners, the insane jumps, with out that this is just like quake 4, CoD and so many other shooters....
it really is getting good quality.. but still sounds generic to me. i wonder if that's because of what it's capable of, or because of what they trained it on.
It worked for me, but in my case I had to install NDK 21.4.7..., set JAVA to jdk 1.8 downloaded from java website, and NDK API level android-21 to match the selected NDK
would you be able to make a video on how you acturaly remove the other interiors / buildings when inside a building or like removing interiors until youve gone inside a building. would be super helpful :)
I've never seen such an shit tutorial, Why would you explain stuff that we dont need to know, For example to Put color to A, but dont explain how you implement the damn Parameters or that lerp shit, Jesus, it's impossible to watch you if you dont know how to add these stuff, 0/10 tutorial
Hey, just wondering if you would be interested in working on a project. It has some post process material work. Let me know where I can find your email if you would like to discuss further. Thanks!