There is no shortcut to decent procedural generation. If you're serious about generating a lot of stuff and want to build systems go with Houdini and accept you're going to have to either learn a lot or hire someone to do the work. If you want powerful instancing, non destructive modelling and free uvs then use Max, learn…
7hny and Bek: I was unfortunately never able to reproduce the issue you reported (trust me, I tried quite a bit); I spent quite a lot of time but was getting nowhere. Well, until yesterday, right after the release. I visited an EA studio and one of the artists was experiencing the same issue -- turns out this is an Adobe…
Hey there Kamih - I just noticed that LNP is able to detect which tool is currently being used in PS, as shown by the status line at the bottom. I also notice that there is an override system going on - for instance, it says "Tool : eraser tool (bypassed)" when using the eraser. Is there a way to somehow tie this tool…
Thanks Lamont ^^ I certainly get where you're coming from, my original was made looking at photos from actual flintlocks and they're mostly of brown wood and brighter metal. It's a tried and true palette. But revisiting it, I want to give it a unique touch, hence going for the opposite with bright wood and darker metal.…
I found loop node recently as a replacement for slope blur with unlimited number of sampling for things like that. it might get quite slow although. For "disorder" you can just set different seed slider for initial blobs in tile sampler node or different seed in displacing noise. You can also use random darker tints in…
Looks like a great beginning! Designer is super powerful, it just takes some time to fully master the various nodes. Here are some tips for each material: 1. The normal map here looks quite intense, when you might want to use a combination of height and normal. Height for the big shapes, then normal to add smaller details.…
did you posted that on their boards? its sad indeed that it is so buggy (especially with the symmetry stuff, almost impossible to work with that ). I wish they would work on it again as well and maybe hire some xtra coder to do the bug tracking so that they can focus on core or new stuff. I could do the same video from…
Cool, that's good to hear. Weird how the 3/4 trick fixes the problem. I vaguely recall a coder here talking about how sudden switches of normal direction (the rorshach seam) can cause lighting headaches. He also asked for unique UVs for lighting fx. Sorry about the techy bits. I'm still coming to grips with this mirroring…
Our max exporter at Whatif would do some funky shading when an object had no smoothing groups... not faceted, it was like a single SG but really f'd up. Apparently Max was sending out weird mesh data if there were no SGs at all. Coders said it was all max's fault. ;) I found a pic. No SGs on the left, separate SGs per face…
There's a wide breadth of possibilities for being employed as a technical artist in games. You don't have to actually write tools, though that certainly increases your appeal to hiring managers. I don't actually write code, well I write a little but I try to code as little as possible. It's just not something I enjoy.…