Do it in text. It's searchable so when people need to come back and dig up that one nugget or that setting their missing, they can do it easily. People can skim it faster without accidentally missing a nugget of info. If its written and formatted properly it can get the same info across quicker than a video can. You can…
Hmmm, then that sounds like we could do something similar to the Nvidia method, since our "veil" method can constrain the gradient to units of the bbox of the surface entity (could even have multiple surfaces per mesh, ala Multi/Sub-Object material), and the gradient would be in a line pointing toward the viewer. Not sure…
I don't think it's really a dream ending, mostly because the evidence for a hasty "oh crap we have no more money" wrap-up is also present, and bad writing and money constraints are everywhere in games.
Hello I'm looking for a way to slide topology on surface without losing or changing the volume of the mesh. Move brush that keeps the volume and maybe smooth brush which is relaxing topology without changing the silhouette. Like "Constraint to surface" in Maya. Is there a way?
It distresses me slightly that everyone keeps bringing up DirectX 11 tessellation as an example of an alternative solution. DirectX is a Microsoft initiative, and is tied firmly to only Microsoft platforms. As someone who insists on cross-platform development, I'm a little shocked that you all seem so keen on a technology…
When you hold ctrl, you will constrain proportions on both axis, this is handy for the free form tool (the one that does everything depending on the handle you use in the orange box it displays around your selection). When you hold shift, it will try to stay snapped in the sense that, holding shift and dragging the scale…
OMG... i've always thought it was Right click over the node and then delete selected (which is always greyed out for the node itself and why i always resorted to the hypergraph connections). I never thought of going to the Edit > Delete node.... *bangs head on desk for being an idiot* Still can't Right Click in the channel…
You did it :) ! I had already spotted this concept on the web before voting for the character challenge and was planning to put her back in competition for October challenge. The new body proportion fits much more the concept, however, the hands now feel quite big regarding the overall shape of the character. She even…
I guess I will just have to test between the built in RAIN, and Unity boxes method. RAIN seems great but it is over complicated for what I need. I just need core pathfinding. All the behavioral stuff I am scripting anyway. Just wish there was a better way to manaully create the pathfinding mesh, besides box method. I…
Unfortunately for people like feanix and a lot of us students I see around polycount, the need for crits is for 2 reasons. Though I seek crits and comments on my work to improve and become a better artist, it's also a part of the course to gather them. The system in place is that you need to get professional criticisms for…