Come on dude, you know what I'm talking about here. Of course I know it's impossible. This entire thread has been about releasing quality games, not bug free games. It's kind of a given this far into the conversation... My point is, citing that games have grown too large or are on too complex of a platform is an excuse.…
Hello, In the file node where the normal map for a material in maya is inputted, what filter type should I select? I saw one tutorial where it was said to just select none but without any further explanation. Also, do mip maps just not exist in maya or are not necessary? What's the story with that?
Quick introduction: Hello, it's long past due that I sign up to Polycount, but a problem I'm having has made me finally do it and I know no place like Autodesk forums or something will solve my problem. Anyway, I'm trying to create a set of first person arms and not having too much rigging experience I've ran into a…
This is a pretty helpful reference (NSFW) http://fineart.sk/sites/default/files/imagecache/node-gallery-display/photos/005/005_2.jpg Note the length of arms and legs, shape and structure of hips, groin and legs. You're not too far off at this point, but there's still a bunch of tweaking to get her looking anatomically…
I think you need to go into high quality lighting mode to view the texture at its proper resolution when using a surface shader, or change the Textured Channel attribute. I've never understood this node. Playing with it now, I either get low res + transparency or normal res and no transparency in my viewport.
I think you don't have to blend your slope results with your leveled tiles afterwards to keep the areas between the tiles. Just check in the slope node the mode and change it from Blur to Min. That should make sure that it only cuts into your tiles. But of course you can do it like this as well :)
In addition to what the others have said, you can also select the history node tab from the Attribute Editor, click Select at the bottom of that same panel, and press Delete on your keyboard. Much faster than opening up the Hypershade if you just need to get rid of one or two history nodes. If you delete history nodes out…
@Method14253 Okay, you want this one: If it shows something other than the material then click on the shader type (it might be Line Style or World) on the right side of this dropdown and pick "Object". A tree will appear, but only if your material is node-enabled. You can also switch modes through shortcuts. It might or…
Even when working in other engines I often use UDK to test ideas, as you can see what's coming out of any node at any point in the pipeline. Writing raw HLSL using text based code is NOTHING like using the material editor even if the end result is a HLSL shader either way.
It's definitely most awesome. It seems more like actually writing code in HLSL just with nodes, but to think about it, it might be not so comfortable for most artists since basic hlsl knowledge is required. The UDK editor eliminated a lot of that tech stuff. Anyway, Kris get hired by Valve in 3...2...1...Go! :D