Also, a bunch of other recommendations, most of the games mentioned are of the 1991-1995 era, and ALL of these (except battlezone) use a standard VGA graphics mode as default, so if 256 or 16 colors is not your thing, then ignore this list entirely: Out of this World (Another World for you ZED sayers) Nethack 4D Boxing The…
I am the Maker/Creator of a new 90-minute theatrical production aiming for a 2026/2027 AMC release. We are officially in Phase 0—there are currently zero models built, and I am recruiting a core team to build this world from the ground up. The Pipeline: * Software: Maya Exclusive (No Blender/No AI). * Character…
I made a tile generator node in Substance Designer that can create tiles of different sizes in both X and Y axises at the same time, without intersecting shapes and can semi-reliably avoid straight seams across the canvas. The user can customize the number of tiles generated in both axises and change the random seed to…
Try using the very first uv channel (index 0). In Unreal, tangents aren't generated for all uv channels by default so anything other than index 0 will show wrong. If you must want to use other uv channels for normals, there is a node to generate tangents for them. Its a material function, called derive tangent basis. You…
I should have first asked what you're wanting to accomplish here, I should mention that I've never actually used this node so I'll check it out when I get some time. I do see this other example of how to use it. If you're wanting to preview the steps in your shader network, each node has an S icon at the top that will solo…
If you wanna progress with more and more game like real-time shading in the viewport then you should look at cgfx/hlsl shaders. I have some on my site and there a few other ones for Maya as well. http://wiki.polycount.com/CategoryShaders You can actually use some environment nodes in Maya to use image based lighting…
It's a known pain in the a... with Substance designer. The programm is very prone to any inconsistence within nodes with absolutly zero indication. Anything you forget to set right somewhere 10 levels deep. Most probably it's bitmap imputs you forget to set relartive to parent at some transform node in the process. SD is a…
Okay, I think I know what's wrong but still can't figure out how to proceed from here, When I apply a new PxrSurface to a model, I somehow also get lambert material connected to the PxrSurface4SG. When I apply textures on both nodes only Lambert material seems to be working. If I delete the Lambert node, everything changes…
It seems like these dudes are pointing you in the right direction but I just figured I'd toss out some last stuff. If you do go MATX and want to get a smaller case, make sure it supports the Hyper 212 EVO. With ATX the height is usually not an issue. You may have to go with an AIO liquid cooler in a smaller setup, but then…
The Bia Engine was a modified version of Unreal Engine 3. Benny Wilson created the steep parallax for use in Bia. The steep parallax can get very expensive and was used mostly for small things like bullet decals. 1-Create a new Mask node 2-Click on mask node and add a mask texture. Try a simple hole to start from black to…