Hi, I'm having a problem with my CG tessellation and displacement shader. I'm doing this in unity but I'm not sure this is related to unity. To make it short. I use the diffuse texture alpha chanel as my displacement source. I set it to 128. I calculate displacement like that (DisplacementCenter = 0.5f) float vHeight =…
While holding down Control to activate the MaskPen, all the Brush and Stroke settings affect the MaskPen. So to fix this problem: In the Brush menu, go to Tablet Pressure and change the Size and RGB Intensity curves. By default the Focal Shift of RGB Intensity is all the way up, drop it to 50% to get a linear response and…
These are great! I think some of your flying things could use a bit of touch up. When they hit the bottom of their "falling", they kind of bounce up. Most noticeable in the haste animation. nice and smooth on the top of the translate-y arc, but a bit more linear on the bottom of it. My guess is its the start/end point of…
I always wanted to get my hands on quickdirt in the past because it just looks awesome. A good alternative seems to be the dirt shader in vRay called VRayDirt: http://www.spot3d.com/vray/help/200R1/examples_vraydirt.htm there are some other nice techniques that involve either vertex color (like mentioned before AO vertex…
Depending on the studio, you may want to submit samples that apply directly to the type of writing they do. If you're looking to apply to Bioware or Telltale, write samples of dialogue with branching options, hubs etc. Have you any experience with Mod groups? I know some Skyrim teams have need of writers, and I'm still…
Loving the game. Very impressive for an early access pre-alpha build. I've played about 9 hours so far and still haven't run out of things to do. A think a big improvement to the game would be focused points of linearity in an otherwise open world experience. The cave systems are sort of a supplement for at least the…
Hello everyone. Here is an update on my morphing character in UDK. I went for using linear interpolation to blend between textures and hiding/unhiding between skeletal and static meshes for the model morphing. Still need to work on the textures more, so any critique or suggestions would be great. Apologies for the video…
There's a lot of things that can be done with non-linear interpolation of keyframes, clever constraints, good use of IK systems, and ragdoll behaviors. We really don't need Endorphin or Euphoria for this sort of thing. The great thing is that the systems and methods he talked about are not expensive, nor do they affect the…
if someone uses thier own style sheet for browsing the internet they are probably hard of sight. It's a very low percentage, not many people know of that function. a well designed site will parse well without any style sheet at all, if properly laid out in a linear manner. Even down to mobile devices in some cases! also…
you probably should only UV something like a screw or wheel once then make duplicates of the geometry to place it in the scene. This would save time and make sure the UVs are standardized for all those models that are just copies of each other. If you were to make a texture variation for any of them, you start off with the…