After taking another look at it, I have some notes. I haven't read the other posts so I apologize if someone already beat these to death. The run/shuffle after the first jump has next to no up and down motion on the center of mass or root node. It's like he moves in a straight line and the feet shuffle under her, a bit…
It snowed, work closed down for the day so in between building snow forts with my daughter and working remotely from home I worked on this scene a bit. I mostly created the export script I talked about earlier. What it does: Records the objects current position. Moves it to 0 0 0. Triangulates the model by adding a turn to…
mbischof: highpolys built and rendered in Modo, lowpolyshots ingame from UE4. : ) BARDLER: Its pretty easy actually, my materials are quite simple, very few nodes. I play around alot with the occlusion-nodes and masks for the different materials. My highpoly-render materials are straight up just some nudged values and some…
It's not going to be as simple as you want it to be. A shader has a few processing steps. Vertex Shading -> Pixel shading -> Post processing In the vertex shading steps all the information about the verts making up a model are calculated. Then for the Pixel shading step the information about those vertices is interpolated…
pathdeform world space modifier's a good one though I've always found it frustrating to work with. Tried it out and here's the max file incase you wanted to have a browse and the maxscript I used to work out how many teeth I needed is - curveLen = --insert result of curveLength heremul = curveLen / (selection[1].max.z -…
select the meshs then run this (first mesh selected is the one that'll be kept): allSel = selection as array if allSel.count >= 2 then ( keepMesh = allSel[1] delMeshs = deleteItem allSel 1 ProBoolean.createBooleanObjects keepMesh delMeshs 2 0 0 ConvertTo keepMesh Editable_Poly ) else (messageBox ("Please select at least 2…
Unfortunately we dont have pennies in Australia but i do understand what you mean :) . Im going to be trying some stone pillars soon that should be able to incorporate the 2nd normal map much better. Looking at that penny picture there is a lot i dont really understand (im very new to UDK). Ive only used the simple texture…
Hmm, have you tried doing "force=True" as a parameter for the "sets" command? Sometimes if you don't force a set operation it won't complete. However it also looks like you might be trying to put the Blinn itself into the blinn1SG shading group (since your first command is Select All, but then you create a new node which…
I painted in some foot prints in the paths leading up to the door along with under the awning. I tried to keep it subtle but I guess it ended up a little too subtle. My main focus was in fact on the trailer. The ground was more of an afterthought to ground the trailer a little bit. It sounds like most of the critiques are…
There is already quite a large thread on the beta release of this. https://polycount.com/discussion/164957/pixaflux-pbr-texture-composer-open-beta-testing A lot of the node based things that mimics curves behavior in Maya or Max are very helpful for custom insets and design work. I've done some engraving in it for pieces…