I guys, I am working on a project that is running into a few snags. Hopefully some of you can help me out with your wisdom that you have acquired over the years. So what am I trying to do? I have a human character that I have modeled that I want to bring into Unity and apply to our game. The way the Coders have set it up…
The iPhone and iPad iterations over the years are actually very similar to code for. Thats why Apple have a very large market, there is no great difference between the code, yet the the actual power of the hardware gets greater every year. Android developers, on the other hand have had a much harder time getting their…
I would say it sounds like you'd be better off with Unity but it sounds like either engine can get the job done in this case. You can get good performance with UE4 if you turn all the bells and whistles off. You said your projects are on the "large scale" but are you referring to code complexity or are you speaking in…
Hi, the problem is, as MoP said, the order of function C1 and A1 definition. ( fn A1 = ( C1() ) fn C1 = ( return true ) print (A1()) -- ERROR C1 is undefined for A1) Generates an error because A1 doesn't know what C1() is. The solution is to swap function definitions so C1 is known before A1 call. ( fn C1 = ( return true )…
here u go. Using a mac. Basically, the hex code on your background doesn't match the colour profile of your images. Of course if you go into photo shop and compare them, the hex will be 939393 but if you take a screenshot it will be 818181. obviously it would be easier to change the background. But in this case you can't.…
- Try to work in greyscale the most as possible (avoid greyscale -> color and color-> grayscale - Use the standard blend mode - For alpha blending: use the opacity input of the blend node (instead of injected the alpha in the foreground) - If the UV layout is composed of multiple parts (face, eyes, whatever), generate each…
So after combining a few foliage setups and your dithering process. I found the video from the UE4 guys and its pretty much forcing dither. They pretty much take a noise image and run a panner node on it to animated the noise and fade the edge. I couldn't get a result that looked better then the dither. last thing I have…
So glad it is out on the shelf. I hope poeple dig it. Lots of polish went into the game. Be sure to play Horde Mode. Its now got more bells and whistles than a mexican stepside. Its really (to me) its own game now. We had to step it up because ever since Gears 2 its been more like "whored-mode" lol :) . Just j/k. I like to…
Most complex effects, and yes cell shading with edge detection counts as complex, are going to have long shader node trees. the exterior cell edgeing can come from 3 main ways. 1: duplicate the mesh, push it, flip normals, and apply the edge color. 2: a fresnel operator with a hard clamp set to black and multiplicative on…
No, not really. I think there's something in the works for grouping nodes together into a collapse-able node, like ShaderFX used to allow. I can't recall where I saw that, but could be useful for organizing large material networks.