7 minutes of gameplay footage here. The memory altering stuff looks a bit linear but that might just be because they're running with a simple example for the con, regardless, it's looking like it'll be a pretty interesting game. [ame=" https://www.youtube.com/watch?v=m82AF52mFi4"]YouTube[/ame]
not within this project,- the idea here is to use a tile level design concept (build the level linear and let the engine deform it). In max it might be possible with some path deform modifiers on each tile, and letting a maxscript loop over the objects so it puts each with a different offset.
I have a friend at Bethesda who is "world builder" and from what I hear it gets pretty murky as far as the division goes there. Open world games and out door areas are kind of a different animal from a linear dungeon or map as Mop already mentioned.
I see what you mean. However there is scattering going on. Maybe my reflection shader with micro gloss is interfering somehow. I'll have a look I always let the HDRI maps on gamma 1.0 ( as they are supposed to stay linear, from what I read)
Now on the detail panel on the left, set the texture sampler to use linear color sampler type. Also make sure sRGB is disabled on the texture. It need to be noted that this will give you much larger texture size/memory usage, because you use an uncompressed texture.
Give this a try, I've used it for Rock models to apply dirt at the bottom. Blend node at end is "Subtract". Histogram Scan is optional for more control over gradient. Cloud 2 plus other noises can be whatever you want to break up the linear gradient.
After watching the clip it makes me think that such an engine would be awesome for a non-linear Giants: Citizen Kabuto type of game. Lots of potential play styles, shit to do, seems fun. Interesting work, hope you find an artist. Reminds me of 'Infinity'.
Muzz : this is excellent advice, and I think it applies all the more to digital art because, by its very nature, a blank photoshop document doesn't have a intrinsically limiting frame : no visual structure, no boundaries, no ... space. I feel like placing an axis like this is indeed an excellent way of bypassing the…
Hey guys, I only started using Substance recently and came across something that is confusing me. In this little test I have created a 'Gradient Linear' to simulate the input of an angled 'Height Map'. I would expect this to create a gradient normal map. But its coming through flat... Anyone got any ideas?
Kind of rusty but it should be something along the lines of, Feed the light vector and surface normal through a dot product to get the lighting grey pass. Then use that with linear interpolate to mask the texture for the cross hatch into place. I'll make an example after work if no one else helps out.