heyho updated my main shader to 0.60 changes since v0.58 - completely reworked the code by hand going away from shaderFX. So I can clean up the code and I have more control over it. - improved the sss-fake - improved the rim lighting, it's now softer and easier to handle - added cubemap blurring per value or per gloss map…
at the mo id say were along way off completion, it probably looks more complete than it is. heres a rough estimate. could be very off with the coding side of things. 50% complete with the planes. 30% complete with the first level. (10% complete on figuring out hoe to implement the whole thing) coding maybe 40% i dont know…
thanks for the in depth code review- I know it is sluggish at some spots as in most cases it will do for me as long as it works. I will try to improve it with what you have written,- thx a lot for that I once had this idea of creating a website with maxscirp snippets where people could compose their own panels without…
then google for google skills - there are a ton of websites explaining how to squeeze out more of google - add a keyword like "g" to your search engine (if you use somewhat firefox) http://www.timeatlas.com/mos/5_Minute_Tips/General/Searching_with_Firefox_Keywords/ and if you use Opera you can already use it right away…
It's easy! Currently their AI code looks like this: READY 10 AI HEADSHOT BY PLAYER 20 IF AI DISCOVER DEAD COMRADE SHOUT 'WHAT HAPPENED?!?' 30 GO TO 10 All they need to do is add this additional code: 20 IF AI DISCOVER DEAD COMRADE SHOUT 'WHAT HAPPENED?!?'; SHOOT WILDLY IN GENERAL DIRECTION OF PLAYER; BACK AWAY SLOWLY TO…
can you say some more about that? is it logged anywhere public? does not-production-ready mean that you face some blocking issues which require changing source code to solve, or extensive workarounds, etc? If so, is it platform specific things?
the area looks also fine in toolsbag. but it comes in unsmoothed. on export make sure you export it softened and on bake it works for me, just quickly tested in tooldbag 4, ont have 5 installed at the office on zero roughness and with an environment shown, i do see some artifacts, which i would assume all come from the…
Hi everyone, its been a while since I have updated on the progress. Bascially did all the boring parts out (Retopo, uv, bake and hair cards) and now have started to texture the character and testing out the shaders. As a reminder, I am trying to imitate and come close to the Marvel Rivals artstyle and this is my progress…
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Nice! Just saw your response glad to see you are back on development man these are great! Not gonna lie, when I asked I saw your last response on the thread was from 2021 so I thought it was dead. So I did use them just to play with in unity but I didn't post it or do anything with it publicly obviously, I'm sorry hope…