Hello! I am finally starting this thread in Polycount. SHIFT is my final year project at university. We are producing a game cinematic trailer and I would like to share some progress here as an environment artist and hopefully get some input from artists outside of school! I will be working on the environment assets and…
In a lot of text/code editors when you select or double click a word all of its instances got highlighted.
This feature exist in 3ds Max 2024, but does not exist in all previous versions of 3ds Max. The provided code will add this functionality to the lower versions of 3ds max. I am not the author of the code. All kudos…
I am big fan of the new triplanar nodes. I am also fan of MG_dripping_rust node which comes with Substance Designer. But I'm getting seams in my UV islands which is natural behaviour as the node has no idea about the seams. I tried inputting a mask which was processed with triplanar node, but still get seam. Is there any…
Solved this with a solution suggested by my colleague. 7 rows of python code was all it took. I'm pretty much querying every frame in my range for it's value. Then creating new indexes with colors and positions in a ramp node. I.e. keyframe value = color and frame = position.
The team has a few more people now, we are still in search of another modeler ( preferably specializing in texturing) , an animator, and a coder who can code in unity3d. If you wish to apply please email me at usman_429@hotmail.com
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Scene Setup and Landscape Workflow in UE4 and World Machine + GeoGlyph 2.0 I tend to go straight into Unreal to begin blocking out an environment like this, as opposed to setting up a fixed camera in Max. I may go more into the reasons why as an addendum to the thread later, but the simple version is this; in my…
It actually sounds like its going to be easier to deal with than redstone, people are already creating tons of applications for it because the specs are released. It looks like people are going to write a bunch of cool uses for it and release them, but even in game they are going to come with code already on them.
PBL shaders, PBL shaders everywhere! and they're juicy good too! I'm so glad a lot of this stuff is coming up lately, as i wanted to get myself into a bit of coding for shaders myself to better understand what i'm doing while texturing... and that SSS rocks!
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