Hello everyone. New project. The idea was to create totally unreal and useless sword with sculpted relief ;] Finished HP: and first part of tutorial (time-lapse in fact). There will be second part (sculpting) for sure and maybe retopology and mapping, texturing part someday.: Codec: Xvid Size: 319 mb Time: 70 min (click on…
Okay the tutorial is currently in progress, I'll just be editing this post with updates as it progresses. I'll try to make the tutorial as detailed as possible for those who may not be as familiar with zBrush. If anyone has any questions or is stuck at any point, feel free to contact me :) So before we begin, you will need…
i'm coming from UDK where i could just assign a 3 color node and not need a texture. i have this asset that just needs a color on it. i cahnged the diffuse but it still sez 'replace texture' anyone know if i can just use a standard color or do i always need a texture?
Nice work! It’ll be a few days before I can test it. But I really want to check it out soon. BTW, I think the OSL short comings are designed to be augmented by the node interfaces. You might be able to complete it that way? And it’s developed by Sony Pictures not Autodesk.
Small update I was able to find a solution for the shading. This person put me on the tip of using the vertex interpolator with fake lights. I created a material function that uses the SkyAtmosphereLightDirection instead of an arbitrary 3vector. It generates something I can lerp between light and dark using the level…
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I just started experimenting with UDK again, and I'm noticing some artifacts in my render. I just did a clean installation of the November UDK with a blank project, and so far all I've done is set up a post processing chain and created an experimental shader. The shader converts the output to look like terminal ASCII art.…
Maybe you or someone else knows, but when ever i come out of mesh paint mode I find that my perspective camera is parented/locked to the object when I try and move it, like it follows the static mesh.
Hey man, I love how the scene's coming along. I was wondering how you did the shader for the faked parallax offices though. I'd love to see your nodes if you wouldn't mind. It's a really great effect.