hey man basically your error says tex co-ord input is wrong, its a float3 (reflection vector is X,Y and Z) and you need to put in a float2, (X and Y in this case) Add in a component mask node between the reflection vector and the texture sample node and tick R and G only. This'll knock it down to a float2. Cannot see what…
Hey guys, i've been struggling over the past couple of hours to create a custom color grading shader that I can inject into my post processing chain as a material effect. For reference, this is what i'm trying to accomplish: http://udn.epicgames.com/Three/ColorGrading.html Now many of you are going to ask me why i dont use…
Maps baked in Max should look perfect in TB2 with the max tangents, there were issues in the beta but those were fixed. A couple things though: 1. Make sure to triangulate your mesh, some of the errors in your first image are from loading a quad mesh, with TB triangulating differently than Max (the X shaped smoothing…
Gotta say, you're showing some major dedication to doing this piece... it's a lot to take on considering the actual mars station environment in Destiny was done by several artists let alone one on his own so kudos and keep working dude (Y) on a side note... since there's still a lot untextured etc the only thing I can…
Noth I don't do much of a character modelling lately , more of environment stuff: walls , rocks , tiling surfaces , etc and use Zbrush more like a manual touch to SDesigner. To fix taste related things. To weed out some obviously procedural looking things like slope blur produced erosion or curvature edge masks. Once…
At Waveforce Studio, we are driven by a genuine passion for game art. Lead by Minh Pham - a 7year industry veteran alongside a core group of dedicated artists, we combine our love for aesthetics with strict technical standards. We are a lean studio delivering the perfect balance of high-end visuals and flawless…
-in 3ds max.. -i use free camera - orthographic projection. -and start with a diagonal camera with a 45 degree angle x and z in the absolute:world rotate tool. -i set my render output as 64x64 and enabled safe frame. -then i adjust the FOV and adjust both the x and y coords of my camera instead of dragging the camera with…
I write tools for a living and I have an opinion on non-programmers using robots to make tools. - just use the robot to build the thing. The result will be 100% ass from an engineering perspective but that's not the point - Robots are excellent at prototypes / proof of concepts. The ethical concerns around robots writing…
Yes! They really should have done. I don't like it when they don't include a back view. Thankfully, the next project after this does. But yes, I hear you regarding the leather gambeson/doublet. My mentor suggested I add that under part too, though that was one of the problems I was encountering with the simulation. It…
If I wanted to generate a spaghetti like weave, but with the individual models moving in random directions in x, y and z how might I go about that? I feel like modeling it might take too long so I was thinking a procedural or coded approach might work best. I'm looking to generate thin, tube like structures with possibly…