Not really a game art question but I know more people here know Quake 3 graphics issues than anywhere else... I just installed Q3, the 1.3 patch and the 1.3-.1.42 patch. When I play the game all nothing with an alpha transparency wants to show up. On a lot of objects I just see black and white.. And I see lots of planes…
I was wondering what you guys/gals use for spread value. Do you use the default value of 180? 180 doesn't seem to have much contrast compared to 162 (xnormals default) or 140. However, i could see this being totally fine. As a new user to these program, I sometimes assume things might be happening in the background to…
I would be interested in seeing an example of that setup if you wouldn't mind uploading? I think my setup doesn't work well, at least in that blend file I uploaded. You might be able to get infinite wrist twist using Transformation constraint and extrapolate while keying with euler, doubt it will work rotating past -180 or…
Two more articles have been published. Game Art for Gamers 103: Principles of Design http://www.takuchat.com/game-art-gamers-103-principles-design/ Game Art for Gamers 104: Color Theory http://www.takuchat.com/game-art-gamers-104-color-theory/ The next articles are "Color Meaning" and "Intro to Game Art". But i'm wondering…
Here is a new update. Found some time to work on it. I have made and added smaller props for the house. It is all procedural placed and still needs a few tweaks. The gif is form the viewport of Houdini. Using the current frame and putting this is the parameters of the tool. This creates makes that every frame a different…
*sigh* Voted for it with my collegue. Seems like this was introduced by the newer bevel algorithm of Maya 2016, as it is reproduced in Maya 2016 without Extension 2. The old algorithm, forced with the following command, behaves correctly: polyBevel -com 1 -fraction 0.5 -offsetAsFraction 1 -autoFit 1 -segments 1 -worldSpace…
To anyone with the dynamic lighting/specular issues (that we have not emailed yet), it is a shader issue on ATI cards that we discovered with 103. It will be fixed in our free 104 update that will be out later this week. @nordahl - This is a PSD bug also present in 103 that has been resolved for the upcoming 104 update. If…
MagicTints 1.3! Better 2020 compatibility, various issues fixed, more WHAT'S NEW: - Improved compatibility with CC 2020, fixed file open dialog - Improved UI performance - Improved Keyboard Shortcut detection for various keyboard layouts - Fixed problem with first brush stroke's pressure/opacity when using keyboard…
Did you mean to do something like harden the edges, and set normals to face? The problem that my old team ran into is if you don't cut and separate the UV seams where you split/harden the normals, then you get a nasty obvious seam along every split edge in the bake. However I just tried the above, which seems to fix the…
Heyo Me again, So @malcolm was wanting some Normal Map related scripts and I made some. Since there was more than 1 or 2 and they can all kind of come in handy I bundled them into an extension. Currently it is available for CS6 and CC (14/15 known to work so far) Feature Run down so far is 8 buttons that do the following:…