thanks, throttlekitty....I was totally spacin' it on the leper retinal discharge...once I added that it's working *mostly* better now. (and switching to High Quality helped, although it changed up the overall lighting a bit, but way less z-issues -- they just 'pop' now instead of showing the underlying skull geometry) :)
One way... make intact windshield a separate entity that can be hidden. At impact, hide windshield, unhide a pre-created damaged windshield entity that has jagged edges around the window frame, and also spawn a particle system to eject glass-shard-like particles. Check out Flatout2 for example.
I think you can ignore the bumpmap for this, the envmap doesn't react to it anyway. The "sort decal" bi may be a problem, after all that's what I'd expect the impact effects to have, too. Would "sort far" on the outline and no sort option on the box work? What happens if you spawn entities in there?
I dont doubt the unmatched obsurdity and foolishness of suits. I've never met an exec in this business worth his weight in spit. My all time fav is some Midway feltch-stain insisting on a Vegas level in Area 51 after he watching *heh* the latest DNF trailer. -R
I have been searching for an answer with no luck - I am trying to texture a low poly church with stained glass windows in substance painter. I was going to give the windows a yellow emission but when I attempt to paint on the black details, they become washed out by the emission. Is there a way to paint these details…
I modeled a meteor and I imported it into UDK as a Skeletal Mesh. I have been tweaking the mobile crowd setup in the Jazz Mini Game but nothing is happening. I have a destination 1 and a destination 2 setup. I want the meteors to simply spawn and travel in a strait line from destination 1 to 2. How do I set this up…
Might try and come back to write out a more fleshed out post later but some quick pointers first * Your portfolio link is wrong. You only want the 'sethusher1.wordpress.com' bit! and include it in this post, sorry. Your skill level and approach is relevant. * But unfortunately, also, your website is kind of a pain to…
Yeah, the silhouette should give a good definition of what you are looking at. I think in Zbrush there is actually a material you can use that blackens the tool completely so you can observe only the silhouette. Keeping focus on the silhouette as you spin around from all angles is going to ensure you've got the thing…
nice foot work before the last arrow, nice touch. you wrote you've worked on this for a week and a half, but I'm still going to assume that anything after the arrow shooting stuff is only blocked out. the shooting segment is stylistically timed, I like it. it does feel that towards the end of it though, the last arrow, you…
This is a complicated question but let me take a crack at it. It helps to think of the Skyshop Sky object as another dynamic light in your scene. Objects with lightmaps can still be lit by other lights in the scene; think muzzle flashes, vehicle headlights moving around, etc. All these other lights are added on top of…