There is a "noise()" function in HLSL specifically for generating perlin noise. But it doesn't work in UDK because of the context it's being used in. It's only for generating proceedural textures offline. It might work with the custom texture node? However here's a fast implementation of perlin noise by ken perlin himself.…
Yeah I guess that's what causing this cus the CE3 RC will auto generate every .tif file to .dds file. So whenever we save the crytif file (with CE running in the background, I believe) it will generate 2 file at the same time; .tif and .dds. So basically qsm-compose-temp.tif saved then qsm-compose-temp.dds auto generated…
So i have been trying to use some of the generate tools within the editor i am constantly running into broken noise being generated rather than anything useful - Like this. This is baked in substance using a curvature map into an edge wear (why are their 3 named the exact same... whats the difference?) The same stuff…
Hi there, I am currently working on a game in the genre of simulation games. The title is still in early stage of development but the art style in general has been set, however any suggestions or ideas you may want to share will be greatly appreciated. The first video shows different styles of walk-cycles which has been…
Hi! I would try to get away modeling them and apply tiling textures. Surface variation can then be added through texture blending. Geometric detail through meshes layered on top. You will probably need to figure out how to blend meshes together, so it all looks like one solid piece in the end. You could use some mesh…
Everybody wants good visuals and good gameplay. But if they have to choose between good gameplay and good graphics, they're always going to go with gameplay. The reason why visuals are important to sales is because generally people DONT have to choose between the two. I don't think it's any coincidence that the visual…
yeah. i get what you are saying...but MAN....sooooo many people that buy games are fans of either genre. the extra work seems to be such a smart business move. i know so many people that when a new game is announced.....they say "is it an FPS? or is it a third person game?". just seems like the extra work could serve…
VdbRemesh VdbRemesh is a C++ based Multi-threaded, openvdb based remeshing modifier plugin for 3dsMax. It comes with a procedural filter stack that has 10 filters ready to be applied in any order. Since it is a volume based modifier, it works much different than the traditional surface modifiers. Since it is a procedural…
Look to the indies on this one. They've been looking back towards some old classics and reinventing them with more in-depth mechanics. Path of Exile or Secret Ponchos are both mechanically similar to Diablo (and NoX, though no one remembers that one), yet they expand on that idea and make it their own thing. I would expect…
uhh, none. (as far as I could tell) http://aboutus.ea.com/companylabels.action You can see that bioware and mythic are under the eagames label (we definitely don't fit under easports or eaplay). But since the rpg/mmo genre is such a big step from the more standard games (mostly in terms of how revenue is generated) both…