Thank you for providing the screen gab it helps :-). In the previous post where you show the screen grab that features the 3 materials "Dirty Grey Metal", "Battle Armor", and "Scratched Metal" none of those materials have an ID assignment which is why they are flooding the document. What you need to do is go in and say…
Hi Pior, you can already do "almost" exactly what you need with IC.Shape AxisProject. It is sensitive to current reference coordinate system, so if you put it in Screen, you can align along X and Y relative to current view direction. It is currently limited to X and Y axis or normal to current selection, so you should roll…
i dont think he's thinking that right now tbh, i think right now he's being "taken care of" by the FBI because they're involved, they're gonna try to find out where he got the weapons and the explosives and what no one else has mentioned HE KNEW WHEN THE SMOKE AND ACTION WAS GOING TO BE ON SCREEN!! HOW DID HE KNOW EXACTLY…
Update: Tried a couple of different markings in the wood. Had a hard time trying to replicate the angles(?) of the surface of the wood (pointed in picture below) I tried making a screen layer and used a hard brush to make a sharp angled area, which is then highlighted with another screen layer, but it just looked out of…
Generally it's better to optimize the whole scene instead of just look into the polygon count of single objects, shadow casting, draw calls, memory use etc. Generally the polygon count of the scene isn't the biggest bottleneck unless it's crazy high. 500k on screen doesn't really sound a lot, as many modern AAA games have…
Haha, glad to see you guys are as excited about this as I am. @ Jeffro - I've got some nifty crates and decals and some ideas for the far end of the tunnel I'm noodling around with to get some cool unique objects to break the modularity but more on that later. @ ParoXum - yeah, I noticed it ( the distance ) after I posted…
it seems really cool, but i think you coulda smoothed the leg muscels into his boots before you showed us the screen, every time i try to consentrate it catches my eye and i cant focus on to much else(i have ADD). But still, a very good replica, i hope you get another screen up soon, that way i could see more and tell you…
that depends on the engine... i presume if the tesselation is down to near per pixel then yes there would be no need for normal mapping, but im guessing at any less than that it would have to be accompanied by it, the res has to be high enough, say your working at 8 pixels per triangle screen space (thats what that demo in…
yes thats true, but I think it was mentioned before (I put it into first post now). Thin triangles or triangles smaller than a pixel or just a few pixels will be bad for the reasons he mentioned. That boxmesh example here, depends of course on the size of the box "on screen". Once it's just background, or always small on…
Takes a bit of fiddling to get it to work... if you use the Gradient Ramp map type instead of a bitmap, you'll get a smoother result, but it'll take longer to switch viewport sizes (since Max has to generate a new bitmap from the gradient). 1. Add a Gradient Ramp to the material editor. 2. Set the W Angle to 90 (black end…