If you map the Out Alpha from the file node into a reverse node, then take the output from the reverse node into the Out Transparency of your material.
Hey Everyone, I just finished up a project started a while ago that was started here I am proud to be showing off my work from this project finally! I hope everyone likes the new additions and achievements! They have been submitted to valve and I would highly appreciate support for getting these items ingame. Hosting is…
Hello my freaky darlings! I have a scene I've been working on that I wanted to ask a few questions about and also get some fresh eyes on it for critique and advice. I wasn't sure if this belonged in the technical forums or here. Before I post; a little about the scene. I'm trying to practice linear workflow as its been a…
Recently upgraded from a 2010 version of UDK to April 2011. As I am running XP64 here at home, I can't get much more current than this. As a side issue, if anybody knows the most recently possible build of the UDK I can get is, that would be nice... ...but that's just a tangent. This pathetic cry for help is about…
Thanks for the feedback! Howl and Vailias - Any chance is there some documentation on how to go about doing thing? I semi know what you're talking about, but not too sure how to implement that in code yet. I'll look up the raycasting way and see what I can find.
Hey forum, I'm animating this character using 3DS Max. What I'm doing now is trying to make it a walk cycle. The character is rigged, but needs a custom keyframed walkcycle since its way of walking is very different from Max's preset walking animations. I created the entire cycle, but now need it to loop. I tried using the…
So there was a post earlier about Texture Quality by "reanix", and it got me thinking of a current issue I am having. My meshes and shading seems to look like sh*t at certain distances. I have separate channels for my light maps and nothing is overlapping all I have in this mock scene is a spot light, and I am using…
Not exactly sure what your looking for but heres my 2 cents. If you would like to be able to move those 2 verts and still have them connected to the original verts at the same time you can select an edge in subobject mode and shift+drag the edge and it will stay connected to the original verts. Something to note, this is…
In maya 2018 and later you can do this by ctrl+middle mouse drag with the move tool and component selection activated. m4dcow got it, but an important detail to note is that you have to be in object mode, not face/component mode.