Try something like this: Feeding the bevel node low-res shapes can have rough results. You can feed it bigger shapes, or upscale your small shape before beveling. Then return to normal res afterwards. I used a levels node to change the output size. You can use any cheap node that doesn't alter your shape. Looking at the…
If by 32 bit you mean 24 bit color with 8 bit alpha/transparency, then I have something working. Also, if you're wondering about a file format, .tif works fine. Its lossless and supports alpha channel transparency. Here is how you will have to set up your render layer for a depth pass with transparency though: Step 1 -…
This has to to with the indexing of the curve. It seem every part is indexed separately but this is not relayed onto the Index node ( only one dimension 0..n an not somethign like (1..p, 1..n) ~~ (Part , PartIndex) ) so on splitting teh curve the index "restarts" of some kind but then it is not correctly interpreted…
You should sculpt or generate a procedural tileable rock normal map that you composite in Blender Compositor or Substance Designer (Maya can't composite an image) then you project the texture as box mapping. The node setup in Blender: You can overlay it with a curvature smooth map to get more color variation on your…
Hi everyone, We’re Lucid Realm Studio, an indie 3D game art production team, currently looking for mid-level freelance 3D artists experienced in creating stylized hand-painted armors for a stylized MMORPG project. Texture quality level and art direction is similar to WoW. Project Style * Stylized MMORPG * Hand-painted…
With all of the polycount Dota2 entries I can't find the discussion thread for Dota 2, so sorry for the duplicate. Check out the Halloween Diretide Mode. You have to feed Roshan candy. Looks soo cool! More Valve awesomeness. You can see the game at 5:30 mark. [ame="…
I had the same result using tangent space. However, It actually working using 'none' as the defined space in the ptx vector node, and object space on the shader displacement node. ...after exporting the map from mudbox in tangent space. :shifty: Yeah same. I find If I'm leaving a little room to move VRAM wise, it's a lot…
I bet this is something super simple but I have been looking online and I can't seem to find why. The only way I can see my textures in UDK is with Game mode enabled. why aren't they showing in any other mode (lit)? I bet I pressed a key at some point that disabled them or something. cheers
Hi Folks, Got a shader creation question for the UDK shader gurus on here. I'm busy teaching myself UDK and as an experiment I've been trying to implement a shader in the UDK material editor that would give the illusion of the game world being curved. I found an example of a cylindrical world shader for Unity and tweaked…
Planetside Software, that's the company not the game, has released their latest terraforming software, Terragen 2.2. It's a world builder that lets you create vast realistic landscapes filled with picturesque mountains and clouds. I'll list the presser after the jump. Here's the press release: Terragen 2.2 Now Available…