Okay, so I have fixed the problem by using world positions in stead of uv positions. Now you can scale the plane and it will apply the water shader based on world positions so it will just make the ocean area bigger. I made some pictures, and I am already pretty happy with the result, but I am in need for some help because…
Here are my thoughts in no particular order: * 1. Resume You really need to reformat your resume. At the MOST it should be one page long. You have a lot of wasted space, mostly in the form of a large font size and spacing between lines. Your list of skills can also be converted into a table. You can get what you have…
I wanted to start the first breakdown with the prop that I started this whole project with. The floor bricks. No two props were created exactly the same way, but there is a definite flow on how I work the asset through the pipeline. Here is a little visual aid to explain how I went about creating the floor bricks.…
Looking good I'd call most of it game ready art provided textures where handled appropriately! I think the crits you already brought up are spot on and should be fixed. What is the purpose of this level and what is the perspective the player will see (RTS, FPS 3rdP-RPG)? I think the angle/zoom of the renders suggests RTS…
Necro bump. Just went back and updated this script so it'd work correctly with newer versions of maya: //RepeatLast Hotkeyer v2if (`window -exists rlHotkey`) deleteUI rlHotkey;window -wh 250 50 -mxb 0 -title "RepeatLast Hotkeyer" rlHotkey;frameLayout -bs "etchedOut" -w 200 -cll 0 -l "Enter Hotkey";formLayout selForm;…
A Xmas Update Dev Update #22 Past this Dev Blog: We will be omitting certain tasks people have done throughout the week in sake of spoilers! Sorry :), but over the past 2 weeks we worked to resolve, optimize and ensure performance was stable. We brought on a few new animators to help out Clara in wrapping up the gameplay…
I tried to use a custom shader in fx composer and also there the normal map looks fine with an other preset hlsl normal shader: when its right in maya (but its openGL) and right in fx composer (with directX), there should be a way to correct this within my shader.fx file. But unfortunately i very new to shader programming…
The "tangent" is vertex data. The "tangent space" is the basis formed by the normal, tangent, and bitangent vectors in which the normal map can pretend to always be pointing towards +Z. MikkTSpace is an algorithm that calculates a pretty good, standardized tangent space basis in a particular way, completely independent of…
Character pose and facial expression is very bland. The ping-pong paddle makes me want to see her in some sort of eager, more energetic or "game ready" pose. I'm not sure what she's looking at, kind of looks like she's checking out her bangs or trying to see her own eyebrows, I am uncertain of why. Looking directly at the…
I went to E3 this year and had a great time, it was great to see a lot of original games instead of a bunch of sequels! Yes there were still more sequels than original games but its encouraging to see some developers broadening there horizons even within specific genres, there seemed to be something for everyone. For the…