Yay! G'luck with the app. You'll see it has some elegant sides, but also some very bad ones :P You'll love the viewport navigation tho. Another way to setup UI and shortcuts, maybe more visual : If you can locate the tool you want in one of the top menus, just click that tool while pressing down shift+ctrl+alt (I can never…
[ QUOTE ] I'm not following with the green normal channel because I don't know what it's supposed to look like normally. Perhaps a screenshot of the channel would help with pointing it out [/ QUOTE ] Just use swizzle "X+Y-Z+" in the xNormal 3d viewer slot, that will invert your green channel automatically, Then grab a…
Words are hard, so I'll keep this short. Found a tutorial on a tactical combat game I THINK might be cool for the foundation of a sort of tactical RPG. It's a really rough thought at the moment, but I imagine it somewhere on a spectrum between Fallout and Tales of Symphonia. And uh... I'll spare yawl the assorted jumble of…
why do most modern games have checkpoint systems or complete a mission then autosave. is it just easier to code or something? I am none to keen myself. Making me do a really long tedious bit over and over again just annoys me
I don't know what I do wrong but my substances never survive a year past. :/ Many works but kind of wrong because of some no more using 32 bit blending any more, others perhaps because they need no more pixel size or mip level correction necessary. But mostly because of distributed resources. Have no idea why 3d max or…
Ok thank you sorry about that I posted this while away from the computer. Anyways here is the data. The first two is how it appears in quixel and a specular only version. The other two is the node editor and below is the mental ray render. According to this article http://quixel.se/tutorial/suite-2-with-mila-in-mental-ray/…
Currently there are no videos nor is it easy to manually convert the ShaderFX shaders into Unity or UDK. In UDK, you will probably find the nodes that exist there to be similar to what you find in ShaderFX, but you would be rebuilding the graph in both places (which sucks). In Unity, you have "ShaderLabs" which is their…
Yes. I used trackview to put this together. The workflow of trackview is VERY straightforward and is fairly object oriented. You can create whats called a director node that controls everything in the scene. Then drop your objects and cameras into the director. It's very easy to grasp. I think my favorite thing about it is…
Bbox's (Arid Rocks) material solution looks fantastic. I think it's the right kind of solution for my situation. But just by looking at his material nodes, I am not totally sure how it's supposed to work... Why does he add (0.5,0.5) to the UVs? And how does he get away with having no TexCoord node in his material? EDIT: I…
hey as a person how worked with unreal3 engine professionaly for more than 3 years i can tell you plug the camera vector into the UV slot of the cubemaptexture. This way you get reflections depending on the camera angle IIRC. The problem is these are also dependent on the uv layout of the texture. So things will only be…