Update: http://steamnships.com/ v.0.002: ◘ New: Project domain and homepage (v.0.1) "steamnships.com" and "steamandships.com" ◘ New: Screenshots can be taken with "F9" (will be saved in "C:/") ◘ New: Turret "Gunner" model and animations (plus additional texture tweaks) ◘ New: FPS counter ◘ New: Camera Move Toggle Script…
i more or less just started off looking at epics material to see how certain material expressions work, than went off trying to think my way through ideas and how i could accomplish them with the material expressions i know about. i find once you know a certain amount about it all once you see something you can think if…
hey matys this looks fabulous. my crits if your still looking for some: The crusader is perfect, wouldnt change a thing. The female warrior top-half is perfect. I don't think shes ugly. Shes tough, as a female rogue/fighter type should be. The lower half however is very non-realistic. Examples: 1)high heels. Sexy yes,…
How do the bullets get from the mag to the barrel? You have a hole cut in the gun right above the mag. The bolt action, magazine, and barrel placement do not make sense in relation to each other, at all, which makes it rather confusing to look at. The circular grip doesn't look functional at all - if you cut into the stock…
Cool. I have implemented some of these myself (menger sponge, mandelbox, mandelbulb) in a real time form in Unreal a while back. I think i posted them in my unreal thread. They did not have fancy lighting in the most of them though. I used distance functions in my implementations but classic ray-box/sphere intersections…
Your models are clean, but the lighting doesn’t give them much justice. It also feel like they’d benefit, as iam said, of textures that are a bit more worn-out, some dents and irregularities. The knife in particular doesn’t feel like a knife because it’s too clean. I’m not too much for the dents on the gun as it’s a game…
Thank you for positive response. @walter -It works on somewhat different principle than what you described. The Transform Proxy is not related to the packing function. It is made so we can move scale and rotate large chunks of UVs without selecting the UVs. For packing you have a bunch of options, freezing is something I…
@Maximum-Dev - This is how to do that. Just a quick mockup, but I think its straight forward. I would call this a distance to point function. You can move the point by changing the value of the subtract to a vector parameter. You could also stretch the point by either dividing or multiplying the output of the subtract,…
I'm having a wierd issue with the plugin. I watched the videos and setup my HP mesh for retopo. I create my initial poly with the make polygon tool. I press control + shift and drag out my first extrusion and all is good and functional. However, after the first extrusion, if I try to do it again from any edge, it just…
Taking a wild flying guess, the way I'd do it is to use the camera's XY position to lookup a coherent noise function. The noise function produces a value from 0 to 1, and then you could use the camera's height / Z coordinate and the height of the terrain to control the "size" of the sparkle, by simply using it to cut off…