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…
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…
Your link doesn't work. Most anime style heads do not have much detail on them, just light indications of anatomy, and rely on painted on details, simpler shapes of features, space between facial features, and accessories to define character. What you're doing here is trying to map realistic anatomy onto anime heads and…
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…
http://blog.wired.com/games/2008/03/lost-planet-col.html I'm pretty fucking pumped, lost planet is by far one of my favorite multiplayer shooters. Funny thing is, I was playing it today and was really wishing they had a handgun. Well, now they do. I'm fucking sold. Ability to play as Akrid? Sweet, Capture the Flag mode?…