I think I already know the answer to this, but will ask anyway: is there a way to set up an effect in Cascade and include (spawn) a light for say, an explosion effect?
Update Started on making the clown from Spawn for my portfolio. started on the HP :) Still need to fix a lot more folds and fix up some folds on the pants.
- Starting working on Medieval Spawn's mug - First time trying to implement a background -- Think the colors over did it. This has been a fun summer, learned all the info to get to this result. Likewise, for even bigger res, please chk out my Blog
I was painting the normal and tried to fix some baking errors on my mesh in SP. I tried this method before in the previous version, and it works well. Then, I noticed that whenever I paint over the mesh, some weird stains appear on the surface, or I call them specks of dirt. How should I fix it? Before paintover After…
Just wondering, as I'm delving into cascade right now: Is it possible to use a (static) mesh surface as spawn location? I'm guessing it's not, since it's nowhere mentioned and there don't seem to be any ribbons for it? Would be a cool feature to have for dissolve type of effects (together with material FX)...
This is great, love the lighting! The biggest problem for me is that the effects are overpowering everything else, so I can’t really focus on anything but the sparks. And the spinning camera makes it harder on top. I would suggest toning those both way down. The materials have a nice amount of grunge, but I can’t tell if…
I am having trouble getting Lightmass to create Lightmaps without blotches and stains. Even on 512 or 1024 for each window and on production quality. Is Lightmass supposed to produce so many artifacts? If I look at the generated SimpleLightmap texture and the DirectionalMaxComponent texture? Anyone have some tips?
Three Harry Potter spin-offs announced http://www.sbs.com.au/news/article/2014/10/16/three-harry-potter-spin-offs-announced-0 I wonder if Electronic Arts have the rights for the games?