Conor O'Kane's tutorial looks excellent. Thanks for the link! The difference here is that you must apply the same steps to both color map and normal map. One difficulty is that "flip" and "rotate" commands can't be used on a Normal Map. Orientation is important with normals; if you change orientation, you need to change…
Like 2cat said it doesn't hurt to religiously put #gamedev and #indiegamedev at the end of your tweets. Just started usin' the twitter myself and i'm getting about a follower per tweet this way, but odds are they're just bots mindlessly following things for their own self promotion. Posting to these main channels is sorta…
Company and Project Here is a great opportunity to join in on an ambitious indie game project! Starboard Games is an Indie Game Developer consisted of highly professional and friendly people; we are a team of skilled artists and dedicated indie enthusiasts. Our current project is INT, developed on Unity Engine 5 for…
Hi fellow polypushers! I've got a little hot-air balloon project going, and am currently working on this basic part of the 'cage': Time to export some displacement maps! I start with one of the wrappy-roundy tapes. I update the subtool's low-res basemesh with new UVs - all is well and good. But the generated displacement…
Transmission is indeed quite different from Transparent. The glTF Sample Viewer only shows the Transparent Material Count for materials using alphaMode:Blend (commonly known as alpha blending) and/or alphaMode:Mask (commonly known as alpha test). Transmission is not actually transparent in a real-time renderer. It's up to…
I hate Substance Painter . Need to paint seamlessly across multiple unique and tillable materials having different from factor . Like a tilable asphalt 2kx2k , a few narrow stripes 64x2k painted lines, and roadside edges both V tilable following the base mesh flow and a local unique cut in a complex crossroad . Plus a…
@Noren Thanks for the confirmation - If I understand you correctly - should it look something like this?: On another note, i am also seeing something, that I did not intend for and I have been unsuccessful in figuring it out. The 'Motion Paths' show, that the IK Chain (Green), and Bone (White) Paths do not follow exactly…
ive been following this tutorial to learn how to explode bake, and even though ive followed it to the letter im getting some horrible glitches i dont know how to fix: [ame=" https://www.youtube.com/watch?v=bgYoXF6QmWw"]Explode a Scene for Normal Map and Ambient Occlusion Baking - 3dmotive - YouTube[/ame] after following…
Level of wear depends on how old it is I suppose, and how much it's used in a messy environment. However I think the damage should follow the geometry more. Here's an old ice box I saw at a ranch, it's now used to hold animal food. Notice how the protruding edges show more wear.
I got you :) This is a bit of a hack, but it does work. Here's the quick breakdown: I'm creating a dummy locator, and then connecting my objects to that locator via a parentConstraint. You can then move the locator and the objects follow. I've written you code for the connecting process and the removal of the constraints.…