Australias Battle Of Beersheeba - 3D Animation Recreation for The Australian Armies "The Cove" Learn more at : https://www.canopycreative.design/portfolio-collections/my-portfolio/anzac-history-battle-of-beersheeba
Use uniform color node , right click , expose param , check in output . Connect the node to output. In output node "integration attributes" set color space sRGB . For other channels keep it default .
Add an Unwrap UVW modifier. Open the Edit UV window. Go into Polygon mode. Select menu, select overlapping faces. Collapse the modifier stack. Enter Polygon subobject mode. Delete.
Im having to repeatedly scale sets of vertices so they occupy the same position in space, and I'm using Soft Selection to influence their neighboring vertices. I'd love to have a MAXScript that does this in a single button, but I'm MXS illiterate. I tried using the FlattenX/Y/Z meshtools, but they ignore Soft Selection.…
Appreciate the interest. Development has paused again. In short, a budget of several thousand $ is needed to properly realize the core gameplay. Without this funding, it simply won’t happen, despite previous attempts. I’m slowly working on gathering the necessary funds. Once the gameplay is developed to a greater extent…
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SebastianZapata I really appreciate it! Its been a really fun project to work on and I've been learning a ton - thanks for checking it out! Did a little more material stuff - added a mask map with metal, fresnel, and emissive channels. I think I want to add in some panning material effects for the weapon and maybe…
Hi, I'm trying to create shader for masking detail texture to multiply with metalness map.Her's my model with albedo, roughness and metalness maps on - no albedo or detail maps added at this point: I already have mix pass for albedo and now I'm trying to perform similar to reflectivity map. here's albedo part (it's working…
Actually, I did mention the colors, and said those weren't the issue. Using color codes is quite a common practice in real life buildings. And I noticed you had some floor-striping in place, which suggested such a coding system. I don't think having multiple colors is an issue at all, but I think it would be wise to unify…
Well the good news is that the base function of the Tachikoma, i.e., moving around/suspension and weapons has been more or less finalised, but I'll clear something up now. This thing will not be able to walk, it needs a completely different set of code and as far as I know no-one outside of a professional studio has…