I also don't use pre animated/rigged props, and it always worked just fine. I simply import my meshes, and animate them via Matinee. For triggering the animations, I use trigger volumes+a key pressed event (Kismet) in the case of button. I use the trigger volume to detect if the player is even enough close to the button so…
pior: Thanks :) The set-up is embarassingly simple really, it's just a flat grey in the diffuse and specular slots, and the material uses the skin environment channel, with which I bump up both the scattering (1.0) and subdermis depth (0.9) channels and drop the smoothing to nothing. I set the spec intensity to about one…
DumbananaBootScoot Thanks! Gannon Thanks, the skin was mostly made with alphas mostly extracted from online photos using Crazybump (But you can use any Height/NM generating program like bmp2mat or materialize or shadermap).
Thanks for the feedback guys very helpful. Question - Can Camtasia take multiple screen captures? My results with MSI Afterburn, it is perfect (click C to capture and it dumps as many images on the hard drive as you want) but there is quite a lot of Jpeg artifacting so make sure you set it to BMP or PNG format. Here are…
quick troubleshoot: does your multi-sub (in max) have actual textures applied? As in tgas, bmps, etc anything. Otherwise, udk doesn't recognize the multisub for some reason
that pictue is not very helpful.. is it a viewport grab from blender, are you grabbing mdlviewer output, is it in-game? try posting the original source texture. also, most every texture used in current engines is compressed to save video memory - depending on the settings you're using to generate your vtf file more or less…
I didn't want to rant because a) it's kinda pointless since I'm talking to deaf ears, and b) because everyone is already showing signs of disappointment but I feel the need to vent. Here's an open letter to Autodesk. I think it's quite obvious that as each year passes, Autodesk's yearly updates become less exciting and…
Many of them seem to be in this folder: C:\Program Files\Autodesk\3ds Max 2017\UI_ln\Resources\Dark\Icons\Modeling\ But to get them to show up in the Edit Macro Button dropdown you'll need to convert them to BMP, create a 24 pixel version, and rename the file to something: resetWorkingPivot_16i.bmp…
Oh right, well then we understand each other. Also it's worth considering what the outline in Borderlands 2 looks like, a game that's refined this thing quite a bit by now: http://i.i.com.com/cnwk.1d/i/tim/2012/09/17/Borderlands2_2012-09-17_21-52-28-55.bmp That's nowhere as good as what ASW is doing.
Can you send over your models? I have done 90% of my testing with FBX low and OBJ out of zbrush for the highpoly models. It sounds like there is an issue loading big FBX files. alecmoody@gmail.com Also, BMC131 and Kodde, what software are you using to export your FBX files? I tried to reproduce the issue here but can't so…