Hi all, I am trying to make standard reflective material for environment and some multicolor reflective shader for a diamond. Any tips / help would be great. Cheers I have gone through all the info at wiki and major help sites for UDK, after that I am asking here. May be i missed something.
I'm sure you can do it many ways, but is the following screenshot how I should be adding details to a plane? Do I put it in, then try hook it up to the larger shape? I want to add a little slot for the control pad of a Gameboy in this case. Thanks!
Whats the best way to achieve a nice looking tree in unity. I have modeled my tree and textured it but built in nature bark and tree shaders dont look good and receive shadows. What do you recommend? Thank you.
I got a question that has been bugging me. Is it at all possible to some how project how a shader renders out any color maps in the render window and bake that same style onto a texture map? If that makes sense, if not this image might help put my words into a more visual understanding: They combined CS with max right or…
It's a clever trick. I believe they're using a cubemap. The benefit of using this technique is that it's quite fast since there's no dynamic lighting involved, and you can easily get that toon-shaded, dramatic visual. First, they must generate a "lighting cubemap." You can build a self-illuminated mesh volume with flat…
Hello again ! i was wondering if anyone has an .fx of a toon shader or any pertinent information on how to create an aproximate effect , right now i was gonna tackle it by using an inverted model with a bit of push with black material and inverted normals , and self ilum set to 100. But thats the most i can do in realtime.…
since im a total noob assume i know nothing.. so as a new dx9 material i try and load either ben clowards or style's shaders, but neither work. for both it says error loading file - no valid techniques found what's this?
I set up a vertex paint shader following the UDK Modular Masterclass from Eat3D and yeah it doesn't work. the problem is I can't seem to paint on to my mesh.
Hello
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Hi guys, I'm wondering if it is possible for a shader to know what vertex or polygons are being lit or in shadow somehow. I'm wanting to take that data and make a sort of "If statement" or mask which will be used to change between 2 textures depending on if its receiving direct light or in shadow.