Happy May! Once again, very cool concepts :star: I wanted to try out the eye, specifically have it track the player/ camera. First, blocked it out in Unity using primitives and worked on the functionality. Put the eye into a squashed container so it gets flattened and used a look at constraint with the camera set as the…
It's fine for outdoor maps and buildings, but for anything either made out of modular pieces (which doesn't apply to Q1) or anything highly structured like a spacecraft interior not having 2D viewports is infuriating. Currently working with the Cryengine, which seems to have non-functional 2D viewports which are only…
Small update / extra question: Thanks again for the suggestions. I looked at a few portal VFX tutorials, but most of them are more focused on Niagara particles or gameplay portals. What I’m still struggling with is mainly the material/shader structure itself. Right now, my biggest issue is that the portal still feels too…
Today I'm presenting a project that took me a few months to complete. I created a completely fictitious race, a sort of parody of Le Mans 66, with cars that I designed myself. I did the entire project on my own : vehicle design, 3D modeling, painting and rendering. I enjoyed making this project, and I hope you'll enjoy…
Informative and I suppose adaptive as well? I'm curious because at the moment leveraging the KitOps addon feature, specifically it's embedded procedural PBR material system too texture raw HS geometry in order to 'previs' conceptual content, primarily via shader channels so yes I'd agree can be bit of a time sink fiddling…
Your point about dumping responsibility for orbiting the model and finding places for feedback is such a good one we hadn't considered that! Loving the idea for allowing the author/creator to set their own "render views" to be more specific and granular about where they're requiring feedback and limiting the friction for…
Layered materials are actually just material functions, which are blended with other material functions, and by doing that (combining them) you create a new material. Actually, you don't need to set up different materials ids (you can, but its not necessary for the material layers to work). I usually do this when working…
Update on the game mechanic tests https://youtu.be/EGnBv3jJlbI?si=MszNz1i2Y7ECUSfZUpdates = - Changed it so that the player can only play from the other robot's perspective, so there is only one button for switching the robots which feels more intuitive - Added a look at robot function to help players orientate themselves…
Hi everyone, We are looking for a first-person weapon animator/rigger for our tactical FPS project, built in s&box / Source 2. We will provide: * weapon model * already rigged first-person arms * textures/materials (if requested) * reference examples for weapon positioning and animation style (if requested) The weapon…