in uscript you could write a custom player pawn, which could easily pass the location onto the material as a vector 3, since there is a method to get player location in uscript and uscript isnt limited to olny dealing with constants like kismet.
If for some reason you still want such detailed geometry for close LOD project/ transfer/ borrow vertex normals from next LOD without that extra geometry. You will see no shading gradients if you don't have them on that "next" lod . Use attribute transfer in Maya, data transfer modifier in Blender or 3d party scripts for…
so I'm currently working on a project for my work and I'm trying to automate my low poly process a bit more (i use the boolean workflow). one of the ways that I'm doing that is through the "turn to poly" modifier. its not the best thing out there and requires some cleanup (like most automated processes). one of the…
Hi to all, I am here to advertise a position within a team that is working on the game Double Cross. The team is constructed of three third year computer game design students. We are seeking a programmer to work on our core mechanic that will bring our final project to life. If you feel you might be interested in this…
You can automate mask rendering in substance designer for example, then use photoshop script to batch combine all textures from a folder into single texture, merge and bleed it. Unfortunately I can't give you exact steps, so if time spent on research and automation is worth it depends on how many textures you need to…
About joints, usually you'll want them to have at least 3 edge loops so when it bends the middle loop preserves some of the silhouette of the joint. Otherwise you'll have to go out of your way to keep them from squishing with the chance of it looking like crap anyway, even if you happen to create a corrective shape key…
I went ahead and did it anyway. I was curious, and I've actually had this problem crop up before. Assuming you can Mesh > Separate (then delete history) your model to separate all the individual pieces, and also assuming that each piece only has UV information inside one of the many UV Sets, the script below will work for…
I have finished this project a few weeks ago but just thought that I would post a breakdown of the final stages of the development process here. In the last video I posted I had updated with a load of explosions, some debris and some rigid body destruction. But the final video is here: [ame="…
Haha well, if your baker and renderer are pretty much the same, and the difference between synced and pretty much the same is too small to actually notice in the final product, why would you put in extra effort? I've always been a huge proponent of using a synced pipeline, because it generally makes a huge difference in…
yep so much this at school i had no clue what to do later on, something with art, maybe something with 3d which i have been doing a bit back then. I did some modding stuff for counterstrike, horrible horrible stuff :D My memory might be bending the truth in the next part haha So I ended up in a german counterstrike…