This is actually with blender. Also i wasn't worried about my system, just seeing if this was a smart idea to do or making more work for myself that isn't necessary. Also didn't think on that function for substance painter. Just trying to understand better pipeline thinking and all
Played through it and finished it... and it's getting a "don't buy" recommendation from me. The visuals are outstanding, the destruction's a blast... but they took an open world game with a great story and crammed it into a hallway shooter / Call of Duty clone. All the artists deserver a pat on the back, all the designers…
I like Unreal over Unity. Doing materials in Unreal is very very easy and it auto-updates the mats inside of Unreal when the imported textures are saved. Unity just adds three layers of friction to almost everything, not to mention out of the box there isn't much there, so you're left cobbling together a functional toolbox…
I am not an engineer, so take the following with a hefty dose of salt. As I understand it, your typical PBR shader is made of a collection of functions/algorithms that define the way light is reflected from the surface. These functions are commonly referred to as a BRDFs. Typically, a PBR shader will consist of a separate…
Spelling error? Scope error? If neither: Have you confirmed that you actually get a float value returned from getAttr? Either way you should put the code for resetting the UI control (floatSliderGrp) in a separate function and then call that function (cc flag) instead of having everything in the same place. Try and do as…
Unless you abuse the Evaluate MAXScript node and build a monster of a concatenation graph, no easy way. MAXScript function does only what it says on the tin, if you create a <MAXScript function> graph, it will output maxscript function based that accepts the same parameters as the parameter nodes you created. It's…
Primer for V003. https://vimeo.com/245001756 -Integrated- Separated - body, blend-shape functionality Mirror functionality Mimic functionality IK-FK Swap functionality -Progress- -UI needs improvement Convert to pyside2 to allow for Maya2016+ to use UI -Any animator suggestions -Recommendations of animation layout Updates…
Well you must conduct an analysis of objects/feature/material placements along boundaries/areas. With that analysis you describe your scene from general concepts to details by specifying the parameter you need and their range (how small/big the hangar can be). Then you define how parameters interact with each other (for…
very little to a lot. All depends on the game, the language/engine and what you want to do. If you just write game logic, you will need less math than when writing an engine to handle gfx code (unless you write a RPG with complex math based rules, or you write some clever AI system (but that's more algorithms than formula…