Was messing around with my anisotropic shader, and came up with this :V The amount of blue comes from a node plugged into "CustomLightingDiffuse" if you want to try it out... It's a MLM_Custom shader, lighting effects it. the texture sample is this https://dl.dropbox.com/u/8510078/rainbowMap.png
What are your viewport settings? OpenGL Core (compatibility mode)? Actually, VP 2.0 is very sensitive to videocard and drivers. In 2016 I had enormous amount of selection problems of such kind. Fortunately, in 2016.5 they're gone - at least in my case.
http://www.joystiq.com/2011/06/28/minecraft-adventure-mode-coming-in-update-1-8-game-launch-delay/ PISTONS! The big stone doorway shown off about halfways through... totally going on my place's front entry!
UV as a mode.. oh yes please. that was the single hardest thing to get used to coming from softimage. Billabong: Have you tried disabling 'auto update viewport' (or something to that effect) in the UV preferences? tekmatic: no banners as far as i know
Very sad news, I was excited at the game developer presence in Colorado but it looks like that may be coming to an end. Low Odor and Cody, if you guys are going to GDC hit me up and lets have a beer, first round is on me.
Hello everyone, we are working on a large scale game called House of Demons. In the game you have to survive in a massive mansion filled with demons. The game is open world sandbox and you can craft different gadgets to use against the demons and to survive. I must stress that this is an ambitious project, however it is…
SOLVED! I finally figured it out, just now. Solution is, as you might expect, rather simple and I feel silly for not coming up with it earlier: All I had to do is enable compatibility mode for ZBrush to and set it to Windows 7. Hope this helps in case you're experiencing the same!
Hard to understand the setup. How about using Group masks? But ultimately this might be done better in a compositing tool, where you have a better material-based layout. After Effects comes to mind. Heck, even 3ds Max's node-based material editor might do this better.
Slosh's fix is something I've come to rely on when I have a similar issue. Sometimes there's just something corrupted in there, and it's easiest to just delete it out. A mesh cleanup operation may help as well. Principle is, if there is a dumb, easy solution, try that first before going into hardcore troubleshooter mode.
haha, this is cool! Hey It's probably somethign dead simple, but how come your symetry modifier shows the results while your in edit poly mode? Mine only shows up when I select the symetry modifier or higher on the stack. I assumed thats just the way it was! :P