Im reading up on some baking guides and was confused on where the rays come from and where they go because some guides say the rays start at the low poly and go out until it passes through the high poly getting the details. Others say it comes down and hits both the high and low getting the detail from the high. I read the…
One of the coders back at 38 helped us come up with this exact same series of nodes. He called it 'sphere mapping' though. Dunno if that's some official technie-graphics-programmer term or not. Pretty cool stuff though!
Just getting into 3d isbe quite challenging. And getting the prop modelling gig aint the easiest. Since most like it so much so they tend stick to that once they get it. To myself, its a dream gig. Just make models and get payd for it. Nowadays thats something i do for fun, then sell the modells on turbosquid for…
This isn't going to be just a material solution. Its a combination of material and the hit detection portion of the game. Using UDK as a base look in the "takeDamage" function of the actor class. Included in that is a vector for hit location. So for your player class using this material you're creating you can have a hook…
Hey everyone! I just got into scripting a couple of days ago and I want to start tracking my progress and potentially get some pointers and some feedback from more advanced scripters. I'm still very new and my stuff is super simple, so don't get your hopes up for anything awesome. Here's the first script that I made. I got…
Hello there! So... this is my 2nd year trying to finish an enviro Challenge, hope this is the one I finish. So far I've more or less matched the perspective and proportions of the reference (I just started working on the 1st of Feb) Since I've had a hard time finishing environments so far, I will take a sort of MVP…
If I can get it to work as intended I most certainly will... otherwise I shall pretend I never tried in the first place :D (Kidding) Right n ow I'm just starting with the UScript; there's a long way to go. I have SVO-constructor C++, and porting it to Unreal is not as easy as it might appear, since the class structure,…
Maya's Hotkey Editor is pretty robust, you should be able to do everything in there (Window > Settings/Preferences > Hotkey Editor). If by "toggle selection" you mean to switch between object and component mode, I think the code is SelectToggleMode That will switch between object mode and the last active component mode.…
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