Ok Thanks to the help of a friend, I have a cgfx which is working in FXcomposer. In maya, the result is not satisfactory yet ( and by extension, in FXcomposer too ) because of one parameter which is arbitrary for the moment. Feel free to comment and help. /**** UNTWEAKABLES: Hidden & Automatically-Tracked Parameters…
Poked at this a bit more the other night as the flicker needed to be a bit more natural and less regular. Modifying how the square wave periods interacted worked nicely. I also included a random seed value so you can either sync or unsync the flicker behaviour between multiple lights by using the same seed value. (ie if…
Hey, it looks pretty good man to be honest. Sometimes when you have been working on an object, since you have worked on every little detail on it, you naturally see every tiny flaw in it. The perception from a fresh pair of eyes will always differ. With that said, I see you are using marmoset for rendering. Unless you are…
Thanks Haiddasalami for the referral! =) I made a nearly 7 hour beginner's guide to Cascade, and 3dmotive bought the rights out from me so they can add it to their library. From what I hear it is being released on their site very soon (hopefully this month). I think it'll be a good starting point if you want to learn VFX…
No art updates today :( Instead, you get to see inside my brains/thought process! I was a bit stuck/apprehensive about what to do next so I scribbled questions all over the concept. Most of the time I can do this stuff in my noggin', but a lot of this is untested waters for me (meaning current/next gen workflows). I find…
quick update I tried importing Axe Only shows head and rig also but I was able get some information off the script editor. Heres the Pasete: // C:/Users/GriffeXe/Desktop/axe_model.dmx.smd // The current time is: 16:52:37.81 Enter the new time: // Warning: problem creating smd weight map template // // Warning: Command…
JamesWarren - thanks, hopefully the belly buttons looking more defined now. duncan, afisher, Spatz - wow, great idea. this is why I post on this forum :) hopefully this is working now jmt - thanks man, yeah I got some crits to tone down the poutyface look so hopefully its reigned in enough. Idk the reff im going off has…
STAGE 2: Adding details (a lot of them) I've added all the details mentioned above + a lot more. So far I've added: - animated flags using vertex texture fetching (custom standard shader). I basically made a loopable cloth simulation in 3ds max and then I made a maxscript that bakes the vertex position in object space…
Suggestions are more than welcome, thanks so much for your feedback! I definitely plan on researching stylised shaders for our game because as you said we don't want anything to look too plasticky :") I don't know if we'll go for completely flat colours or a cel-shaded look like that first reference, but perhaps something…
Hi. Does anyone know how to do it? Lets say I have a flat concave/convex polygon with N vertexes and I would like to project it on the surface of a mesh along some direction vector. Basically like a decal or imprint in pro-boolean. The result mesh should have the topology of the mesh on which proijection was done. Example…