Oh, another thing if you're doing it half-lambert, it needs to be squared. here's how the code should be all-togetherfloat3 DiffuseTerm( float3 worldNormal, float3 lightDir){ float fResult; float NDotL = dot( worldNormal, lightDir ); // Unsaturated dot (-1 to 1 range) if ( bHalfLambert ) { fResult = saturate(NDotL * 0.5 +…
Yeah, don't worry about the requirements when it comes to "experience" I've worked on 3 games or was it 4? 2 of them have been released, 1 of them was a R&D prototype that never went anywhere and the last one was just barely in production before I was laid off with at least a couple others on the project, and the other…
https://www.dropbox.com/s/d54zakjjw94j38m/anty_ShaderPack.upk https://www.dropbox.com/s/u3sjyrmnu7qha5g/anty_ShaderReferenceMap.udk And some simple manual -* Grayscle sky lighting, * Set Spec and Roughness values = 1 if use SRO (Specular, Roughness, Other) (Sample in MI folder) * Fresnel controls for metals face=1. 90 = 1…
I am having some issues with some of my normal maps,I have generated one in crazy bump and applied it in the UDK material editor, multiplied it by 1, 1, 0 is a constant 3 vecotr but it is darkening my texture. I have reserahced into multiplying Nmaps and i have found that you shouldnt multiply the blue value because you…
Poop...that is one sexy laptop! PC: Screen: 19" 1440x900 GFX card: GeForce FX 6600 128mb CPU: Athlon XP 3000 RAM: 1 gb 400mhz HD: 1 80 gb and 1 40 gb (unsure about the more technical bits...) Yeah, I plan on upgrading around winter. Laptop: Screen: 15.4" 1280x800 GFX card: GeForce Go 6200 256 mb CPU: Pentium M 1.7 ghz Ram:…
if you want to go through bavaria/austria you can sleep over at my place http://maps.google.com/maps?oe=UTF-8&sourceid=navclient&gfns=1&q=windshausen+nussdorf+am+inn&um=1&ie=UTF-8&split=0&ei=CoWkSe_QB9iF_gasoKyOBQ&sa=X&oi=geocode_result&resnum=1&ct=title and you should ask some people on blitzforum.de the're all around in…
the half life 1 engine is the last ( only) engine i ever remembered having a problem with uvs being outside the 0-1 range. every modern engine will handle what you are planning to do just fine how ever probably not important with bark but i know unreal engine will get less and less precise the further you go away from 0-1…
Instead of unwrapping each tooth one at a time. Delete all but one tooth, unwrap that one tooth, then copy and move each copy into place of the old teeth. What this will give you is a bunch of teeth that share the exact same unwrap. If you want a unique texture on each tooth and you have the space, you can arrange all UVs…
<font color="pink">[1.General]/golfclap</font> <font color="orange">vig claps half heartedly, clearly unimpressed.</font> <font color="pink">[1.General]/silly</font> <font color="orange">Vig tells a joke: An Orc walks into a bar with a parrot on his shoulder. The bar tender asks "where did you get that?" The parrot says,…