I'm one of the few XSI users that frequent this board so feel free to PM or msn me with any questions. I tend to keep my transparency as a separate texture when working in XSI, there's ways to do it with alphas and png transparency, but I like to keep it simple. crtl+7 brings up the material manager, its a really simple…
More UDK shader wankery! Today I made a material that fakes thickness on transparent surfaces. Good for planks and fences and girders and such. [ame="https://www.youtube.com/watch?v=fqKG6FuABqE"]UDK Fake Thickness Material - YouTube[/ame] The concept is basically to offset the texture with a Bump Offset node (also known as…
For what you want with the gradient, I'd stick with your original setup, unless Redshift can't use that for some reason. I'm not a C4D user, but I'd be very surprised if they didn't support it or provide a similar node. Either way it should be a matter of connecting the output from the ramp to the RS material wherever you…
Thanks @marmo_arts :) Here are the nodes for the skins shader, its nothing too crazy, its just using the sss profile shader The eye shader is just metahuman's eye shader
Polygrinder: you can try this hack script. I call it a hack because it needs to add a scene node and assign it the scene name so that I can use the "uniqueName" method which only works on scene nodes. This gives me an incremented file name which I can save the scene with and then delete the node. I havent tested it much…
More UDK shader wankery! Today I made a material that fakes thickness on transparent surfaces. Good for planks and fences and girders and such. [ame="https://www.youtube.com/watch?v=fqKG6FuABqE"]UDK Fake Thickness Material - YouTube[/ame] The concept is basically to offset the texture with a Bump Offset node (also known as…
so huh- well. let's just get start with my idea. Game Mode : Payload Need of skills :Mapping(Source mapping experience)/Modeling/Scripts(Lua coding)/Concept/Particles/Sound/Textures/Video(Need people who knows SFM) Setting : like desert/forest/snow. or muti-combined environments/featured environment effects (ie:…
Contrary to much of the naysaying I'm looking forward to W8. A new UI designed from scratch that's fully hardware accelerated and doesn't require developers write code to refresh the window with as little flicker as possible in non-Aero mode. A move towards managed languages for cross compatability with Windows Phone and…
I don`t know that there is a `standard`meeting quota if thats what you`re after, it`s been different in every studio I`ve been to. Most common I suspect is sub-teams (Env/Char/Design/Code) individually meeting once per week, whilst leads and producers meet pretty much when `required`. Edit, actually code and design are at…
Quickly put up a node described above, seems to work just fine, thanks! https://drive.google.com/file/d/1mfxYiksjs7BC_NNdhOeLIM5yajG_1SyG/view?usp=drive_link