[ QUOTE ] Ugh...it is quite apparent that I am hated by God by now. Ok so I realized part of the water wheel (that doesn't make any sense) was clipping into the castle, so I switched out of unwrap mode to go back to normal edit poly mode. Unfortunatly after doing that and going back to unwrap mode, none of the dimensions…
Hello. I'm still relatively new to the game art world, and I seem to have a hit a brick wall in my learning. I'm posting this thread in hopes of getting a little insight. So here's my dilemma. I am self taught and my ultimate goal is to become an environment / level artist. Now I fully understand the amount of work it…
Greetings! We are developing a premium browser-based 3D configurator for fiberglass swimming pools and are looking for an experienced realtime technical artist / game-ready asset specialist to assist with optimization, retopology, material conversion, and realtime rendering workflows. We need someone who specializes in…
I had a play around with it, and I'll just copy what I wrote elsewhere: "While I love that their nodes and painting software are tightly linked, something I’ve wanted (and asked) in Substance ever since the start, after half an hour of testing I don’t think the painting side of it is sufficient for my needs.
I’ll stick…
Also some parameters can be exposed within SD but can't be dynamic once published as sbsar. Some examples: - the shape in the shape graph and fxmaps - blending mode in blend node
Unity doesn't support features from SD6 yet, make sure to enable the SD5 compatibility mode in the preferences of SD to highlight any potential incompatible node in your graph.
Unless I misunderstood, couldn't you just use the Custom Node and put in "refraction" instead of making out the entire code manually? Same cost last I checked around.
in Blender you could do as many output nodes as you want and connect any other node directly to output and then switching in between outputs by selecting one. Bake this output if necessary. 2.8 has a cool feature of normalizing/clamping output to 0-1 . It makes editing node network using HDR values much more easy and with…
First issue: Shooting only once. You're using a "Pressed" type of event rather than a "Down" type of event. Inputs typically have 3 events. Pressed, Down, and Released. Pressed and Released fire only once, when the button is pressed or released respectively. Down continues to return true so long as the button is held.…