It seems like there are two camps on this and they seem to break along generational lines. Haters: They came of age after the original trilogy had run its course. Their nostalgia factor is mockery of EP 1-3. You say Star Wars to them and they bust out laughing at all of the meme's that come to mind. Fans of the Original…
I'm working on some Characters/Items to submit to the Steam Workshop. I'm building them in Maya 2010. In the Dota 2 Shader Masks Guide it is stated that every hero, item, courier, and creep make use of 'the hero shader in Dota 2.' I'm wondering if anyone has made a material network for Maya, or has a setup for an external…
We are in desperate need of a level designer that knows how to use UDK. Knowing UDK is a must because you will be placing the objects and creating the level. Maniac Hollow (BETA Name) is a story line based horror game with a run and hide engine. We already have 9 people on the team so far. Please email me at…
Hey Hanpan, Here's the process I use, assuming I have my low poly mesh finalized and exactly the way I want it... Within Maya 1) Make SURE you're using ALL quads. This is important because Z subdivides every edge of your model by 2, each time you click the "divide" button. Having tris etc can produce weird results that…
Here is what I do... 1. Create your first uv in channel 1 (the one that will be textured.) 2. Save that uv. 3. Then set it to channel 2 and hit reset. then just hit flatten mapping. 4. Go back to channel 1 and load the first uv. 5. go into udk and check both uv's I think "0" should be your textured map and "1" should be…
EDIT: I've come to realize the bake doesn't work in xNormal but it works fine in 3DS Max. I still have no idea what is going on as I've tried a different 1 island/1 smoothing group in xNormal and didn't get a good result either, but it worked when I did it in 3DS Max. Hey guys, I have a question about the results I'm…
Ok, less words, more pictures. This is what I mean about the reflectance difference between a single layer mat and a double layer mat: 1. base rough undercoat 2. clear coat 3. result of 1+2 4. single layer material with diffuse content of 1 and gloss of 2 #3 looks a bit better to me, and is certainly more realistic in…
yea this is the public version. for job applications everything is cut from "B-Side" after so it's ~1min long. only complaint is they made it eaiser. :D It used to be 14 weeks (couple years ago), 3~4 animations per workshop. Now it's 11 weeks, 3 animations for workshop 1; 2 for workshop 2. I can see why they did it as many…
Ok here is what I have. Goods: 1. Interesting so far. 2. Nice environments and future tech. 3. Good music. 4. The hiding behind corners bit works well. 5. Weapons have "pull" to them. Bads. 1. Poor Facial Animation, (can forgive) 2. Buggy Release. Sometimes it freezes when attempting to load levels or load moves. (update…
Hmm. Not a good combo. Some hard choices to make. 3 options I see: 1. Put the head & body side by side. 2048x1024, manually in PS. In Max use UVW Xform to precisely align the head and body UVs to the new layout. UVW Unwrap to scale down those fingernail UVs into one of the gutters, that's the most manual part. But no…