I'm using maya 8.5 rendering in mentalray draft mode. I have objects with alpha maps that also fade to being completely transparent. I did this by having the shader's transparency controlled by the maya blend utility. color one is the alpha map, and color two is completely black (for completely transparent). When i render…
Man, I've been looking forward to this game for ages... But holy hell... These shots are awful: http://www.joystiq.com/2007/05/22/new-metroid-prime-3-screenshots/ Its really starting to look like "why bother?" now for some of these Wii games. I know the point in the hardware being so low was because it was to keep the…
We're dealing with some major weather issues down in Texas! But I managed to whip up this example with some pseudo code in the rollout section. Things to note: * In General, as poopipe mentioned, you operate with the poses stored in the rollout. You only access a custom attribute when opening and closing (loading and…
poopipe left out one major factor though. I don't recall the technical term but every bullet has certain flight characteristics that will not only effect when and and at what rate it will drop, but also how much it may rise. So if you buy a box of rifle rounds, oftentimes there will be a chart on the back or the side that…
Hey Brian, sorry for that comment. Its obvious there's a lot of work in there, 10k lines of code is no joke. It was worth it for me. I'd say the reason for that comment is a lot UVNinja is accessing Maya commands through MEL. My issue with that is a lot of maya's UV commands are a bit unreliable. smoothUV sometimes explode…
I would like to see less game animators using the standard boring Maya character rigs and at least put some effort into modeling their own stuff, or at least get some SDK characters (like the awesome SDK meshes here on pc) and rig them up for some animation. It just feels way off to me, seeing…
https://www.youtube.com/watch?v=nev5ip6-Dx0 Last weekend I took some time out to practise some asset production. I often find myself creating or learning something useful along the way when I do. What started out as a curiosity about using Substance Designer to create pixel art, ended up as a homage to Guild Wars 2's April…
Tip 02 - PBR materials needs baked shadows and specular maps and here's why. It doesn’t matter if it’s Megascans or what, once imported in game engine you get average looking materials. In Megascans library you’re looking at renders on surfaces with tons of triangles. Every tiny detail is in 3D and it receives shadows plus…
I think whats tough about characters is that you have to get it right in that one shot you have. Environment artists have the luxury of many repeat attempts to get each piece right within a scene. And you can repeat that in reverse. The thing thats easier about characters is that you only have to do one at a time,…
Thanks for the response @dyceus ! I will certainly be using the method you described for my labels, it should also work for adding extra leaks to the jar models. I am using surface translucency volume for the lighting mode, below is my glass trim material node set up if that's helpful. I changed a couple things and I think…