Yeah I played through it last night. I liked the first game. With this demo I was initially impressed. With all the bells and whistles turned on it's a nice looking game. Some nice models and shaders and radiosity ( baked ) lighting. Intense action, great sound. But after I got over the looks, I was abruptly reminded that…
I think you'll have to manually scale that stuff. You could maybe use the Arrange Mapping tool (automatic layout, whatever, i forget the actual name of it) but it's in the Unwrap UVW window. It should set stuff to a constant scale, although it'll also move stuff around and un-stack any stacked UV's you may have, which…
motives, you mean vertexColor in viewport? Pretty easy to write a MEL script to do that, on a User hotkey. I made a shelf button to do that. Oh, and regarding wishlists for Maya, fixing the bloody layer manager would be nice. It's the most hilariously bad implementation of a system I've ever seen. You can't just slow…
I was thinking a level deeper than that really - eg. if you wanted to change how you unpacked a texture or add a parameter in the base material and have that propagate rather than having to muck around in each of your sfx graphs. in theory that process should work with .sfx files but my experience suggests it doesn't work…
Hi! I need to start some proc when pivot position (object or component) is changed. I wrote a script for object pivot and it works as needed, but how to modify it for component pivot? scriptJob -runOnce true -attributeChange ($s+".rotatePivot") doSomething;
Hi Polycount, Is there a way to fix normals like this? I usually don't care about normals like that as I would use a baked normal map on top of that to hide it. I was hesitant asking about as I thought it was embarrassing beginner question, but I just can't get it off my mind and cannot find anyone talking about this…
Greetings. I would like to ask your professional opinion about such subject... Here are several item icons from one old game. From your perspective - are they drawn by hand (pixel art, etc) or rendered from the 3D model? Just for comparison - this is what i have got by rendering their ingame 3D models - images somewhat…
Most meaningful Substance soft is Painter probably . Still I have an issue with it and I broke my head already trying to find a workaround. How can I make it work same way Pattern Preview works in Photoshop? or freeform transform in Quixel Mixer ? I mean to have this star "decal" appear on opposite page side? I use pattern…
I have lately been trying to better understand texel density within a modular environment because of a project I am working on where I have adjacent surfaces where light bakes in unreal are slightly off. There have been some really good threads on here and I think I am getting close but still trying to get the full…
Heh, the programmer in me said that I should create a script to make exporting PBR textures that Lux needs from Photoshop easier. It's incredibly rough around the edges - it doesn't preserve the original image (keep a backup), doesn't save things automatically, etc. Basically it assumes your active document is made of…