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Here’s a quick peek into our Chroma process bold colors, wild patterns, and complex details layer by layer to bring this dual-faced character. Drop your EVM address & RT! 22GTD HandPick.

13,667 次观看 • 7 天前 •via X (Twitter)

30 条评论

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FYA4 天前

bullish !!

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Gqaps Quel7 天前

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mhaleeky.Sol🀄 🐬5 天前

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ZEN7 天前

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Dante.74 天前

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WRUKKY 🦋 nub7 天前

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Zygopsyche7 天前

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Luchi7 天前

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Saurabh4 天前

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DARAMOLA..₿〽️™️.7 天前

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Aris6 天前

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Tommy.eth4 天前

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Dulcie Atherstone 🐗5 天前

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Ayobami🥷7 天前

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0xvivlos7 天前

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DROP ZONE ˡᵏ7 天前

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AJmalou_onx6 天前

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Ok 🚢7 天前

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Artorias nub7 天前

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Lord. web35 天前

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Sefa İşitmez4 天前

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Fatiu.4 天前

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SilentRogue94 的头像
SilentRogue945 天前

looks good

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King Idris7 天前

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DORAB nub7 天前

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Qazeem🥷 的头像
Qazeem🥷6 天前

Kindly check Dm @ChromaGlitchy

Zorro 的头像
Zorro6 天前

Kust watched the whole video, loved it❤️❤️❤️ Salute you bro 🫡🫡🫡

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Nurseinweb37 天前

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Emminix7 天前

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Sabbir Rahman7 天前

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相关视频

🎓Learn how to create a powerful Dynamic Embers smart material in a matter of seconds, in my latest video series (AAA) Pro Tips! This smart material can be used on virtually any 3D asset. ___________________________________________________ In this video, the steps are as follows: 1. Create a fill layer to then apply the base maps for our asset into it. 2. Bake out the world space, AO, Curvature, and Position maps. These maps will be crucial for the smart material to function. Also, be sure to add an emissive channel to the project. 3. Next, create another fill layer labeled (Fire animation gradient) with a black mask and inside the mask apply a paint layer. Select the paint layer and paint a simple pill shape using a soft brush. Add an anchorpoint to the mask and disable all channels in this fill layer. 4. Create a folder labeled (embers smart material) and set it to pass through. Add a paint layer inside this folder and set it to pass through as well followed by an anchorpoint. 5. Create another fill layer and apply the paint layers anchorpoint information into its color channel. From here an HSL filter should be added to desaturate and darken the colors. 6. Next, create an additional fill layer with an orange-colored emissive channel. Add a black mask to this fill layer and inside its mask apply a dirt generator. This will give us the illusion of the embers glowing from inside the charred tree. Duplicate this fill layer and tweak its emissive color to a yellowish hue and reduce its mask amount. Do this a second time but with a white-colored emissive channel. This will now create an effect of the embers appearing brighter the deeper they are inside the tree. 7. Lastly, add these layers into a folder with a black mask and apply the (Fire Animation Gradient) anchorpoint into its mask via a fill layer. Now we have a charred embers effect wherever we paint using the paint layer created inside the gradient mask! This gradient mask can also be exported into Unreal engine to create some stunning real-time dynamic animations or the new material can simply be used for in-engine vertex painting. ____________________________________________________ More AAA Game Dev Tips can be found on my YouTube channel here: Stay tuned for more weekly Tips! Happy Texturing!💚 #gamedev #gameart #3dmodeling #texturing #madewithsubstance #ue5 #unrealengine #unity #vfx

Cohen Brawley

46,070 次观看 • 2 年前