Hi to everyone ! I'm currently trying to create a self installing maxscript file but no matter what I try I feel like it's a never-ending story. Here's what I currently have: 1 maxscript file containing the functions 1 macroscript file containing the UI when I evaluate the maxscript file and the macroscript file,…
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I did a bunch of thumbs and these are the ones I liked best. A is a groupshot of Syndra, Camille and Jarvan. I like this one best since it's a bit playful while visualizing the Queen Bee aspect. The layout still needs to be worked on. I particularly dont like the area in the center where there's 2 arms and 2 legs criss…
I think the bombers body needs a lot more work, right now to me it looks like its a building created at a theme park that was designed to vaguely look like a plane, versus a plane that actually crashed. The windows supports are too thick and overall make it look like a block. It should be more smoothed out…
Unreal's documentation suggests to leave the Specular at the default value of 0.5 and only modify metalness/roughness. My usual setup for non translucent material is: Texture 1: Albedo + alpha if needed Texture 2: Roughness in R, Metalness in G, Occlusion in B Texture 3: Normal + displacement if needed For translucent i…
You have 3 choices: A: B: C: You can of course change the wire frame color and the transparency of it. Cheers PS you should have modo set up that you don't even need the topo layout (modo boiled my head so much because I had to keep changing layouts, so I made my own). You can have one view port that does it all with a few…
Well, any offline-generated/static part of the lighting solution would have problems. Cubemaps, lightmaps, pre-computed shadowmaps being the top of the list. If you're talking about scripted desctruction sequences ... different solutions are available depending on your engine tech, eg scripting an A/B swap for your…
Well dialing down the intensity of the albedo on the walls and ceiling does help a bit since as you'd except it increases the relative brightness of the lights, but I don't wanna go to dark with the textures (even though I think it looks more cool) since it would a) stray from concept and b) i'm trying to get used to…
You'd have to create the shader around this feature and add whatever else you want. As far as I know you can't patch together several CGFX-shaders to a bigger shader network. So you would need all the functionality you'd want in your shading chain within this shader. What texture is it you want to blend? Diffuse Maps?…