I noticed Pior didn't mention the power supply (maybe the case comes with one): I just wanted to say that one should get a power supply that exceeds the minimum requirements of the graphics card. You won't find a newer/better processor than the core i7.
:) Thanks for the input guys. There is currently 1 texture sampler call for the noise permutation array. I had it in code.. but with it there it took over 3300 instructions. If I can get this working in a light enough state the applications are near limitless to adding subtle realism to our worlds. Other people have done…
This might be a locked core functionality but just out of curiosity. Would it or is it possible to disable moving a face or vertex without the transform gizmo? What I mean by this is.......when in polygon mode or edge or vertex......you are able to manipulate the face,edge,vert directly without using the gizmo.....ideally…
https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Materials/ExpressionReference/Math/#power Not as difficult as it sounds! Heres the official doc page for the node, comes with a fairly easy to understand example. As for the seam, you likely need to flip your normal map's y axis/green channel (iirc).
Hi Matt, what would you like to know exactly? The idea behind the script is quite straightforward, its realization a little more complex for the lack of clever methods in 3ds Max code to get sorted edge loops/rings. The only thing you can query for is a BitArray filled with edge loop/ring indexes. For its very own nature…
Quake 3, hands down. I haven't worked with Doom 3's engine much, so I can't say a whole lot about it in regards to likes and dislikes. It's been roughly the same working with it as Quake 3, but since I don't do this for a living it's kind of hard to put Doom 3 up there. Anyway, I like Quake 3 because the art pipeline is…
I never called anyone specific an amateur. I hit reply to the last message in the thread, as I always do, so yes my post said I was replying to rhino, but it would have said I was replying to whoever was the last to post. I was referring specifically to the people who have not worked on a game, who were being so critical.…
An offline equivalent would be Visual Studio Code, with the glTF Tools extension installed. Then you can load .glTF files to edit them, and use the 3d preview (four different offline renderers!). I give an introduction to the process here: https://github.khronos.org/glTF-Tutorials/AddingMaterialExtensions/
I don't know why, but I just can't wrap my head around weight painting. Building the skeleton and controls comes more naturally to me. I've tried in Maya and Blender, but I never get it looking good. My last attempt on this character was using edit mode, but I didn't see any improvement.
Lovely, that's pretty awesome nice work, you're in an great place to start adding wear and a bit of damage, just don't go crazy and think about it logically and it should come out amazing. Are you using emmisive materials or are you having to fake it with lights? The bottom light has a bit of a weird cone which is kind of…