Achillesian, that is a pretty sick pot. I cant wait to model mine :D Jack, thanks for the Youtube UE4 tut. I had originally just taken a screenshot but I can imagine this trick will come in handy later on. Now for my environment. I think, after working on this for a while today, I am finally getting the hang of the UE…
cheers for the tips! re: opacity-drag - ideally i think control for opacity and brush size should be available from the right click menu too, that's sometimes easier than grabbing hotkeys. looks like plenty of space to do something there (art-rage i think has a neat way of controlling that in its interface). i was…
There's two layer visibility options in the very top right of the interface (two drop-downs similar to those in your game object inspector where you set the layer and tags for that object). These let you hide things in the editor per-layer or per-tag. Ensure that they both have "Everything" selected, otherwise you'll only…
i noticed that max2009 handles visibility settings now through layers instead of indivdual instances (aka nodes) - which I personally really hate- but you already said that there are no xtra layers. hit the [H] key to display all objects of your scene and filter for lights,- do you still see them there? because if they are…
Cant go wrong with marmoset or xoliuls shader. I never really messed around with marmoset before this weekend..interface is a little clunky, but it does a pretty good job of displaying models with some built in imaged based lighting and some slight post process effects. I really dig xoliuls shader a bit more though. Its a…
Looking good! Glass is a different style than the concept, seems like it should be reinforced with embedded wire mesh, and more opaque. The glass panes should probably be inset into the sides of the metal frame, currently they just stop at the metal and have no interface there. The hinges kind of float on the door, they…
This could also be due to the interface of the OS being heavily hardware accelerated. In many cases this can be a great thing, but it is only logical that it could cause conflicts with software relying heavily on hardware acceleration (that is to say, pretty much every piece of software that we use for game dev) I am not…
It was certainly frustrating, the only other Autodesk software package I had used previously was Maya and Max felt much more challenging to get used to. While the learning curve was certainly higher for the interface, It was really rewarding to learn max because the modelling tools work very well without any real problems.…
@konras- Well programming it seems pretty easy, you just need to to tag the submission with what slots it fills. Like if you want to do a head/shoulder, you would check head/shoulder and it will take its place. Valve would need to do some significant changes to the submission coding/interface. I second that brewmaster…
I'd have to agree with simplifying the in-game interface. Keep the screen as clear as possible. A score box in one corner (possibly with a high score in the opposite side), a small icon for ship/shield health, and small icons for the current weapons. If you MUST have both ammo and heat for weapons, then represent them with…