Hey everyone, so it's the first time I'm attempting to make a tile set for a game and I'm not sure what things should go into consideration for making it, right now I've just been working with standard units of 100 pixels by a 100 pixels and slowly constructing various pieces from there. Does any one have any advice for me…
Hi I have made a player model in Maya and have used a great plugin to export the md3's, .skin etc written by the guys at http://quakerally.com I can't get the model anywhere near the floor though. I have moved various md3's , and all the tags etc up and down but the model just seems to float in mid air. I even added a…
Nothing says drawing happily like a penis tank. I have a old Intous 1 and really tempted to follow you on this. No real need to get the old tablet to work, but this would be a nice project to tinker with and it would be nice to try again my first tablet.
Hi, am using unreal engine and while working on the button labes, i noticed that the white text decals that fall into deep shadow or are lit only by ambient light (Left-Side) appear to glow or have a fuzzy, bright edge/fill, even though the material does not have an Emissive input connected. The decals that are directly…
I know I can search this up but there are so many tutorial that keep going in different direction so was wondering if anyone could let me know how I can import my textures that i export out from substance painter to godot. Just i keep coming across videos but they lead to something different and well get overwhelmed. So…
Ok cheers guys, I'm rendering it in Max, I'll look into cubemaps though I'm going to have to look up what a high gloss fresnal type reflection is :) Also it looks like I'll have to try some extra roughness/the mud into the normal map somehow Another question, where does the environment map get applied in Max? Is it the…
This is the current import settings we are getting for a new asset. Is there anyway to add / change the types of texture being imported? For example, AO and Metalness are currently missing from the list. It would also be awesome to be able to setup a "Mask" material that uses our standard mask rgb setup. This wouldn't be…
You ever thought about using Unreal or UNity? You'll get more punch out of it if you're trying to do it for free. lack of GI among other elements is standing out.