Hi there Andrew. You could do something pretty similar with shaderFX, but it's probably easier to port the code manually as CB did with my brdf shader (http://www.luxinia.de/index.php/ArtTools/3dsmaxFX). Somebody had a similar idea on another board…
@Eric: thanks. I really wish if I do become a TA to not just do code only haha. I enjoy making props too though a lot of companies seem to promote from within when it comes to being a TA so Im not gonna abandon my 3d side :) Look forward to me being active in the tech thread and actually understanding a bit more what…
for example: a poly -sm 12 filterExpand will only return objects if an object is selected. If using your pSphere1.vtx[300] selection as an example... nothing will be returned if that object is not in object mode. filterExpand will return an array.. depending on your selection you may need to use the -expand "true" flag to…
yes we used that in the xmas game bundled with luxinia. just for the terrain. and we also partially use it for another project's terrain. the xmas game also comes with a very rudimentary map editor, that makes sure only matching tiles can be put together. matching edges is pretty crucial for it. I didnt do the modelling…
Inverted camera is driving me nuts. Why the hell there is no option to just reverse it is beyond me. That's like what, a minute of coding? Geez. Actually, the camera is pretty bad in general. I'm surprised they didn't get chewed out more for that. But aside from that, it's cool so far. Vaan not being an idiotic loser like…
In Blender you can move edges, edge loops and vertexes along any edge direction ( with auto UV correction). So world or local coordinates , axis being tilted it's all irrelevant . You just hit G double time + Alt and hover over an edge you want as a sliding direction and get yellow track lines appearing representing…
So I took a look at your substance. From my perspective it seems that your are a bit confused by the resolution system of Designer. It seems you want to output textures at 4K, but Designer works in your ram to be efficient. When I opened you graph my computer consumed a total amount of 15gb of ram. This can result is some…
If not enuff memory and If deleting all history anyway... How about transfering the pnt animation to a duplicate? if yes save following code as cly_bakeVtxDuplicateTransfer.mel select poly object and execute like: cly_bakeVtxDuplicateTransfer 1 substituting 1 for the desired step increment for keys ( integer fer now ) //…
Love this! You've been putting a lot of work into this and it shows. The biggest thing that jumps out to me is that everything is equal in contrast and saturation, which makes it a bit "busy". This causes a bit of visual fatigue because the player doesn't have a clearly-defined thing to focus on, and the eye doesn't have…
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