you could mathematically create the derivative of the position function or use something like forward differencing // Use forward differencing to compute the normal:float du = 0.0001; float dv = 0.0001;vec3 C = SurfaceFunc(p.x + du, p.y);vec3 B = SurfaceFunc(p.x, p.y + dv);vec3 A = tePosition;teNormal = normalize(cross(C -…
Better late than never i suppose. Concept: The Tea Cup from the "Chronicles of Riddick" Slam Guard: You'll kill us... with a soup cup? Richard B. Riddick: Tea, actually. Slam Guard: What's that? Richard B. Riddick: I'll kill you with my teacup. Reference: Low Poly: its a little over 1.3k poly's Low Poly Render Wireframe.…
English is my 3rd language, yet I didn't have any confusion on what Megascans were and what was included with the suite. If the description on the site wasn't enough, there were also free betas and trials. Plenty of ways to make an informed decision... The problem is that even if that message is in <b>BOLD</b> on the…
A bit more info. It might have something to do with the bounding boxes (xform). That is, if object A is within a bounding box of an object B, selection will prioritize object B even if you click on object A. Most of my models are located in a room, which is a bunch of walls, so all of them are within the bounding box of…
Counterstrike as well. I think this qualifies, even though it may not be Company A ate Company B, its clearly Company A ate Little Guys B, and with much success in every instance that they've done it. Has Valved picked up an Indy Team/Mod team and not gotten gold out of it? We'll try to forget the fact that TF2 was in…
excellent :D this could be very productive indeed. thanks for posting your code. you know with stuff like this:macros.run "Editable Polygon Object" "EPoly_Cap" you can type macros.[B][COLOR="DarkOrange"]edit[/COLOR][/B] "Editable Polygon Object" "EPoly_Cap" and grab the bit of code you need. theres lots of interesting…
The boolean operations have a lot of different options, see if playing around with them gives you a better result. There's things like Additive B + A, Subtractive B - A, lots of things like that. You might get the result you want trying something there :) But it shouldn't be a problem anyway, because gold isn't transparent…
why are you rotating channels to begin with ? as James mentioned already, use Y+ X+ Z+ default maya coordinates are: R = X+ G = Y+ B = Z+ so if you swap R channel with G channel then you swap Y and X accordingly. you need R = Y+ G = X+ B = Z+ this is where the settings are (screenshot shows setting for Max)
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Alright! Finally took the time to get back on the hard surface prop. First, here's where I'm at (UE5 render, vegetation and rocks are from Quixel, dirt material is from substance source): Now for the technical part: I really wanted to make this prop with the least possible textures, a single material instance but a decent…