Hey guys! I am currently modelling a Gorgon for a uni project and would greatly appreciate feedback as to how it looks or any improvements I can make to it. Its currently in progress so missing a few bits here and there (hair!) and stuff which needs improving but its slowly getting there. A few notes on the project. The…
Greetings amazing creatures! I have run into a little problem of when it comes to biding a script to a Key in 3Ds max, and I would love to get some information on what I might have done wrong. So generally speaking I want to my script to run when I press a key. So in order for me to get the script to even appear in the…
I meant that AO is usually done as a separate texture or texture channel. Because you shouldn't see any AO on pixels illuminated by direct sun light for example , only in shades . So it's not included into base color texture usually. Cycles , same as any ray tracer in general doesn't need AO because same effect occurs by…
Here's a sample VMT using phong : "VertexLitGeneric" { "$basetexture" "player/surfer/surfer" (path to your diffuse texture) "$bumpmap" "player/surfer/surfer_normal" (path to your normal map) "$phong" "1" (switches phong shading on) "$phongexponenttexture" "player/surfer/surfer_exponent" (path to your gloss map, aka…
Hi everyone, This is a WIP prototype level that our team of 7 has been working on with the mentoring of members from SOE. The premise was to create a level that would fit within the Free Realms style, with a sci-fi twist added to it. Long background story short, a group of exiles crash land on a desolate planet, and in the…
Hello everyone. I've been modelling my very first gun and I'm trying to make only quads. I'm finding it very hard, though. One example is here: http://i.imgur.com/M1qrngy.png?1?8559 I chamfered the aiming thing to make it round, but now I got a 10-gon or something. So I used the cut tool to try making them into quads:…
JustinPunio: Thanks! All of my texture sheets equal three 2048 maps: 1 2048 diffuse 1 2048 Normal 1 1024 Specular 1 1024 Spec Power 1 1024 Transmission (Faked SS in UDK) 1 1024 Opacity Mask I textured my model in Zbrush with the Spotlight program. I basically mixed and matched a bunch of textures from CGtextures. Also, the…
of course, I basically borrowed the code from some of the other hats and filled in a few blanks. I can't remember which one this is from - but I've tried a few different ones with the same result. "VertexlitGeneric"{ "$baseTexture" "models\player\items\engineer/kepi" "$bumpmap" "models\effects\flat_normal" "$detail"…
You need to know when to saturate (clamp to 0-1) and when to use max() to ensure only positive numbers without limiting yourself to the 0-1 range. If something makes sense as 0-1 values (like the return on a dot(N,L) ) you can saturate it but when you start adding up multiple lights you will get values greater than 1 and…