heyho updated my main shader to 0.60 changes since v0.58 - completely reworked the code by hand going away from shaderFX. So I can clean up the code and I have more control over it. - improved the sss-fake - improved the rim lighting, it's now softer and easier to handle - added cubemap blurring per value or per gloss map…
at the mo id say were along way off completion, it probably looks more complete than it is. heres a rough estimate. could be very off with the coding side of things. 50% complete with the planes. 30% complete with the first level. (10% complete on figuring out hoe to implement the whole thing) coding maybe 40% i dont know…
thanks for the in depth code review- I know it is sluggish at some spots as in most cases it will do for me as long as it works. I will try to improve it with what you have written,- thx a lot for that I once had this idea of creating a website with maxscirp snippets where people could compose their own panels without…
then google for google skills - there are a ton of websites explaining how to squeeze out more of google - add a keyword like "g" to your search engine (if you use somewhat firefox) http://www.timeatlas.com/mos/5_Minute_Tips/General/Searching_with_Firefox_Keywords/ and if you use Opera you can already use it right away…
It's easy! Currently their AI code looks like this: READY 10 AI HEADSHOT BY PLAYER 20 IF AI DISCOVER DEAD COMRADE SHOUT 'WHAT HAPPENED?!?' 30 GO TO 10 All they need to do is add this additional code: 20 IF AI DISCOVER DEAD COMRADE SHOUT 'WHAT HAPPENED?!?'; SHOOT WILDLY IN GENERAL DIRECTION OF PLAYER; BACK AWAY SLOWLY TO…
@Dabou Master Hey man come on, don't call yourself a failed artist! You need to know that you inspired and guided me a lot on my path so far with your advice and words, and I love to know that to this day you still check this thread, tbh you're the person I expect the most to comment what you think of what I'm doing…
Bump So, as good as that was, I found yet another way to do this. a way thats better. I call it the "Top-Centered Flared" method. It is completely seamless over 90% of the object even with normals applied. It takes a lot of work to do it though. And some of the information may not translate so well to your software…
Hello, my name is Barto(Bazihar on socials) i'm working on my first OC but i just can't get the hair to look good, i've watched a bunch of tutorials and it seems i'm doing nothing wrong but it still looks bad and idk why, i'm using GSCurveTools to place the cards and the textures we're made in FiberShop This is the reason…
can you say some more about that? is it logged anywhere public? does not-production-ready mean that you face some blocking issues which require changing source code to solve, or extensive workarounds, etc? If so, is it platform specific things?
Hi everyone, its been a while since I have updated on the progress. Bascially did all the boring parts out (Retopo, uv, bake and hair cards) and now have started to texture the character and testing out the shaders. As a reminder, I am trying to imitate and come close to the Marvel Rivals artstyle and this is my progress…