Well, the downside of the Epic mannequin is that it is a ball-and socket kind of character hence these issues mostly don't show up on it. It does have helper bones for the shoulders and wrists ... but the animation packs on the marketplace don't use them, therefore they are better left ignored. Bottom line : if anything…
really glad that someone finds it useful :) . right when i went to bed i suppose i figured out why epic does their skies the way they do. because of animating clouds with the panner and rotator. the method described above gives noticeable stretching when getting closer to the horizon but for the most parts it's quite…
I have been waiting for this ever since they showed off Epic Citadel. It blew my mind! Guys don't worry...I'm pretty sure that you will be able to develop via Windows, and throw all the data over to a mac externally once your done. As far as iterations / testing goes though, yeah, it'd be nice to have some kind of…
in an attempt to kind of revive this thread, I guess you could also add our new podcast: the gamedevcast www.thegamedevcast.com I personally listen to the rooster teeth podcast and epic battle cry as well, but surprisingly, there are not a lot of games industry podcasts out there that are (still) releasing on a regular…
Yeah, UT3 wireframes just don't cut it too busy when viewing a 2 sided wireframe. The dude who did that epic tree was talking about how to export from UT3 including cameras so you could match your shot exactly. That way you could overlay your wireframe from max directly onto your UT3 render, but honestly that's probably…
This is a great start, especially for your first environment. I personally prefer the darker concept with the localized lighting, however. If you were to continue with how you have it, I'd tone down the bloom quite a bit and tone down the light behind the camera. Having the darker foreground like in the concept helps put…
Ok I'm gonna tell you and anyone else chucking rocks at Praz and the studio the same thing I told "Vinnie" at the epic forums. Best watch what you say, and how you say it. If you're gonna act like this, take off the forum and somewhere else, no one cares about the drama and I'm personally sick of the smear campain you…
Thank you for stopping by Erik. :) I wound up liking that one quite a bit myself; I intend to go back and add some more stuff/polish at some point. Here's my current WIP. Painting one of the sketches from last time. ...after this one, I really need to sit down and try to get some more scene...type...paintings done. I have…
I'm still fiddling with Lightmass myself but I believe you can colour and brighten shadows in Lightmass. Although I have never had to do this really because my spherefog / heightfog, whatever (In UDK they got more fog options) always coloured and brightenend my shadows in the final product. As for the scene it's looking…
Lol.. figured I'd duplicate something Epic did because I didn't notice it... identical node structure too with different placement in the graph lol. Short answer to your actual question: kinda. You'll need to do a matrix multiplication to get the tangent space reflection vector into world space. the mul(vector,matrix) hlsl…