A lot of game exporters simply create their own tangents, using code like nvidia's meshmender, or microsoft's example code, or their own custom thing. Like EarthQuake says, you should talk to whomever wrote the game exporter, find out what they're expecting.
You'd need to have your application (the c++ code) handle this. It's quite doable if you have access to the shader loading code, I remember I did something similar back when I still programmed c++. Unfortunately that's not really a possibility with most applications.
UPDATE: We are moving our assets to Unreal Engine 4, so note that we are no longer requiring you to have Unreal Script Knowledge, everything is coded with C++ so if you have experience with C++ writing codes then please don't hesitate to contact us...
In this brief tutorial, I'll show you how to start setting up Landscape for use as terrain for environments. Before I start, though, I'd like to point out that there is a ton of useful info on the UDK help pages. Here are some relevant links: http://udn.epicgames.com/Three/Landscape.html…
Well , Photoshop at least trying . Here is what Stable Diffusion does: Is my wording bad or something? looks like only things AI is comprehending are tire and racing track . I started to do SDesigner generator with its curve nodes but it turns to be a hell of an artificial look . reseeding them to death. Feel I am falling…
Lost + MH3 = excellent evening ahead Will post my friend code (capcom code) here, once I get it. Maybe I'll get a chance to hook up with some of you mongrels later on in the week
When all things are said and done, don't forget to use W3.org's code validator. This will make sure your site has as little screwups as possible, and clean code. Your Site's Error Count
It is a pity though, that the md3 Quake3 exporter for Blender is still not really functional, but with the release of the Quake3 source code this is going to change quickly I guess (or the Quake3 source code is going to be changed quickly to accept md5 )
You can bake normals etc. directly from the xgen hair using Arnold RTT with one of the utility nodes (I forget the name but it's the one that can bake uvspace and world space normals etc.) You can also bake a direction map that can be used to feed an anisotropic material in the same way (there are a couple of options in…
Tbh having one master material for all kinds of stuff is a bit too complex. If you really want to push your shaders, then you will have to build in wayy too many switches for it to be efficient (and this is coming from a fan of big mastermaterials). I usually end up with a bunch of mastershaders when I do something. Also…