It's been one of those weeks. But I did manage to get a bit more progress made. I'm still procrastinating the torso, so I've been working on the legs. I'm sure having an actual arse and hips, when I finish them, will make the torso easier to judge. There's a lot of small inaccuracies I want to fix. I've been mainly using…
Hi, I used Retopoflow tool to retopo my high poly mesh. I finished the retopo step and the mesh looks fine but when I enter to edit mode some of the faces seems to disappear. I've searched help to fix this issue but haven't figured it out yet. Just learning Blender right now so I'm not sure if this some basic problem or…
I've simplified the concept because I don't understand the code at a super low level. It's still the same object during the whole process. Polygon models have indices of verts, edges, faces and so on, each component has an ID number and a value (and secondary values, like vertex color or skin weights). The history nodes…
Thanks, I'll keep that in mind. I tried that unfortunately, UDK has a example custom node which has a UV and Sampler slots in it's Compendium webpage. http://udn.epicgames.com/Three/MaterialsCompendium.html#CustomTexture Problem is, you need to use a Custom node for the textures to get it to work, and the output for some…
Yeah, evolution does happen. Still Substance Designer imo is an example of what could be perfectly artist friendly with just a little bit more conveniences here and there and less "program everything on your own" concept. Convenient 2d transform gizmo like in Photoshop with ability to scale precisely around chosen screen…
Code syntax coloring has been added. Use the Format dropdown to make a Code block, then paste your code into it. Code block features: * Colored syntax. * Line numbers. * Row shading. * Horizontal scroll if a line is really long. * Sorry no vertical scroll, wishlist item.
SOLUTION Ok! I found the real cause of the problem. The real cause is that Designer is exporting the Textures out at 16bit. Even if you set the Output Format to 8 Bits per Chanel it gives not a flying cluck. The real solution is annoying still a pretty hacky fix, but it works none the less. The solution is to put a node in…
Did you consider using any node-based shader authoring environments? I find it easier to work with, especially at first. Then after you're used to authoring with nodes its easier to transition to writing code. I'm a Maya user and later versions of Maya have the ShaderFX system which lets you create real-time shaders down…
I'm working on a "remaster" of an old-school dungeon crawler called "Dragon Bane 2" as a personal/indie project. It's a dungeon crawler, with 3D grid-based movement and 2D turn-based party combat and inventory systems. The project needs a 2D freelance artist willing to work against a backlog of tickets to polish and extend…
Just started using Shaderforge and Ikari Vertex Painter in Unity. So far the results are awesome, I've never done much shader work before and vertex painting/blending is a lot of fun. Node tree is standard: - 3 Texture inputs, 3 lerps and Vertex Color node - exactly the same thing for normals Note: im only using 2 textures…