Search
47 results for “hauleth”
-
Haleth, Prince of Rohan on horse. This was an enjoyable challenge to paint. Getting the colours for the horse right took a while, but I think the end result was worth it.
#Warhammer #WarhammerCommunity #LordOfTheRings #GamesWokshop #PaintingWarhammer #PaintingMiniatures #PaintingMinis #MESBG #LotR #MiddleEarthStrategyBattlegame #Tolken #BoardGames #Nerdlings
-
Haleth, Prince of Rohan on horse. This was an enjoyable challenge to paint. Getting the colours for the horse right took a while, but I think the end result was worth it.
#Warhammer #WarhammerCommunity #LordOfTheRings #GamesWokshop #PaintingWarhammer #PaintingMiniatures #PaintingMinis #MESBG #LotR #MiddleEarthStrategyBattlegame #Tolken #BoardGames #Nerdlings
-
Haleth, Prince of Rohan on horse. This was an enjoyable challenge to paint. Getting the colours for the horse right took a while, but I think the end result was worth it.
#Warhammer #WarhammerCommunity #LordOfTheRings #GamesWokshop #PaintingWarhammer #PaintingMiniatures #PaintingMinis #MESBG #LotR #MiddleEarthStrategyBattlegame #Tolken #BoardGames #Nerdlings
-
Haleth, Prince of Rohan on horse. This was an enjoyable challenge to paint. Getting the colours for the horse right took a while, but I think the end result was worth it.
#Warhammer #WarhammerCommunity #LordOfTheRings #GamesWokshop #PaintingWarhammer #PaintingMiniatures #PaintingMinis #MESBG #LotR #MiddleEarthStrategyBattlegame #Tolken #BoardGames #Nerdlings
-
Haleth, Prince of Rohan on foot painted up. Another great looking model from the War of the Rohirrim starter set. The heroes in this box really are fantastic.
#Warhammer #WarhammerCommunity #LordOfTheRings #GamesWorkshop #PaintingWarhammer #PaintingMiniatutes #PaintingMinis #MESBG #MiddleEarthStrategyBattlegame #LotR #Tolkien #BoardGames #Nerdlings
-
I finally found the time to write a tutorial on how to implement this hexagonal tiling material:
https://www.artstation.com/blogs/haukethiessen/BPb7/cheap-hex-tiling-for-every-occasion
The two most interesting aspects that I haven't seen described anywhere else:
- use of dithered UVs instead of sampling textures multiple times
- stepped offsets instead of rotation for grid-like surfaces like brick walls, etc. -
Know someone in #baltimore who might be interested in #zumba ?
Our website and class schedule:
https://halethorpezumba.comOur Google Maps page (reviews)
https://maps.app.goo.gl/A8BfU8zWofqDPPwM6?g_st=com.google.maps.preview.copy -
My partner @sketchee and I recently got Zumba certified, and we're starting to teach Zumba classes together!
In March, we'll start doing weekly public events on Thursday evenings.
If you're in #baltimore and like to #dance #zumba then I hope to see you at one of our dances!
Thursdays in March: 7, 14, 21 @ 7-8pm (public, paid)
-
Since Hogwarts Legacy has modding support, it's possible to see just how many validation steps Avalanche Software has set up for their assets:
https://support.curseforge.com/support/solutions/articles/9000259708-hogwarts-legacy-creators-advanced-modding-features#CreatorKit-Verification-Rules---Detailed
If you're looking into adding content validation to your #Unreal project, that's probably a good starting point to see some best practices in action. -
Since Hogwarts Legacy has modding support, it's possible to see just how many validation steps Avalanche Software has set up for their assets:
https://support.curseforge.com/support/solutions/articles/9000259708-hogwarts-legacy-creators-advanced-modding-features#CreatorKit-Verification-Rules---Detailed
If you're looking into adding content validation to your #Unreal project, that's probably a good starting point to see some best practices in action. -
Since Hogwarts Legacy has modding support, it's possible to see just how many validation steps Avalanche Software has set up for their assets:
https://support.curseforge.com/support/solutions/articles/9000259708-hogwarts-legacy-creators-advanced-modding-features#CreatorKit-Verification-Rules---Detailed
If you're looking into adding content validation to your #Unreal project, that's probably a good starting point to see some best practices in action. -
#Unreal now (I think since 5.6?) has a series of material functions to create UVs for hex tiling, tri- or octaplanar mapping and several other useful projections. There are even POM variants and outputs for tangents and bitangents, which you need to transform the normals into world space. Figuring out the math to implement parallax mapping on your own and transform normals into world space is a daunting task, so if you ever struggle with this, this is immensely helpful.
-
#Unreal now (I think since 5.6?) has a series of material functions to create UVs for hex tiling, tri- or octaplanar mapping and several other useful projections. There are even POM variants and outputs for tangents and bitangents, which you need to transform the normals into world space. Figuring out the math to implement parallax mapping on your own and transform normals into world space is a daunting task, so if you ever struggle with this, this is immensely helpful.
-
#Unreal now (I think since 5.6?) has a series of material functions to create UVs for hex tiling, tri- or octaplanar mapping and several other useful projections. There are even POM variants and outputs for tangents and bitangents, which you need to transform the normals into world space. Figuring out the math to implement parallax mapping on your own and transform normals into world space is a daunting task, so if you ever struggle with this, this is immensely helpful.
-
#Unreal now (I think since 5.6?) has a series of material functions to create UVs for hex tiling, tri- or octaplanar mapping and several other useful projections. There are even POM variants and outputs for tangents and bitangents, which you need to transform the normals into world space. Figuring out the math to implement parallax mapping on your own and transform normals into world space is a daunting task, so if you ever struggle with this, this is immensely helpful.
-
#Unreal now (I think since 5.6?) has a series of material functions to create UVs for hex tiling, tri- or octaplanar mapping and several other useful projections. There are even POM variants and outputs for tangents and bitangents, which you need to transform the normals into world space. Figuring out the math to implement parallax mapping on your own and transform normals into world space is a daunting task, so if you ever struggle with this, this is immensely helpful.