Just getting into 3d isbe quite challenging. And getting the prop modelling gig aint the easiest. Since most like it so much so they tend stick to that once they get it. To myself, its a dream gig. Just make models and get payd for it. Nowadays thats something i do for fun, then sell the modells on turbosquid for…
This isn't going to be just a material solution. Its a combination of material and the hit detection portion of the game. Using UDK as a base look in the "takeDamage" function of the actor class. Included in that is a vector for hit location. So for your player class using this material you're creating you can have a hook…
Hey everyone! I just got into scripting a couple of days ago and I want to start tracking my progress and potentially get some pointers and some feedback from more advanced scripters. I'm still very new and my stuff is super simple, so don't get your hopes up for anything awesome. Here's the first script that I made. I got…
If I can get it to work as intended I most certainly will... otherwise I shall pretend I never tried in the first place :D (Kidding) Right n ow I'm just starting with the UScript; there's a long way to go. I have SVO-constructor C++, and porting it to Unreal is not as easy as it might appear, since the class structure,…
Maya's Hotkey Editor is pretty robust, you should be able to do everything in there (Window > Settings/Preferences > Hotkey Editor). If by "toggle selection" you mean to switch between object and component mode, I think the code is SelectToggleMode That will switch between object mode and the last active component mode.…
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Hello, With our code 80% done on Desperate Times, we now need a character to use to demonstrate the code in action. The character will be modern day military, and more realistic looking, think MW3 or BC2. We only need one to start out. And I will leave that choice up to the character artist. The reason for the urgency is…
Yeah I've tried swizzling the Y channel with xNormal and doing the same in max and all possible combinations. It doesn't seem to really help much with the seam. But just baking the normal map in xNormal alone I can tell is much better than 3ds max baking. At any rate, thanks guys, I think I've got mostly everything figured…
I just use particle hair, convert ti to cards with hair tool addon, then sculpt the cards further. works ok, but never quite perfect Blenders new hair oprions are pretty good too ie geometry nodes, but I am not keen to switch over completely yet hair tools addon has its own shader with a nice anisotropic look