thanks a lot :D I was a little bit unsecure about posting that when the hand painting bar is set pretty high here ^^ So Im inside UDK and going to setup some height maps in my shaders. and they gone and added an extra input in the Bump Offset node called "HeightRatioInput" what the HELL does it want in there? There already…
Works for me if I add Box() to the end of the script. It doesn't work with creating primitives in the viewport. You can try using NodeEventCallback and use the delay parameter. The only problem is that if another node is added before the unwrap is created it won't add the unwrap to the previous node. if callbackItem !=…
I think it will reach a point/middle ground. Where many items may be streamed to the end user, but others will not because of privacy issues. Watch for a few court cases in the next few years that will establish boundaries. Not only that, but the idea of the internet is a decentralized network. If you do cloud computing,…
After a hyatus with comissions and cyberpunk, i'm baaack Some animations are needed to give the characters a breather when they are under a lot of pressure, so i decided to add some emote animations that will basically stop the enemies from continuing to pressure the player instead of surrounding and beating them up - also…
It definitely looks impressive on the first glance, you have some really great looking assets and there is obviously a lot of hard work put into all of it. So you have some skills, dedication and some good looking portfolio shots, especially for a student. So nice job! BUT (there is always a but) you have some things that…
Studio: R16 Interactive Project: Tale's Edge Role: Technical Animator Type: Contract (hourly or day rate) with opportunity for full-time if deemed a good fit for both sides Location: Fully remote, global applicants accepted Rate: Competitive based on experience, engine understanding and location. Please share your…
Hey guys, I am working with a skin shader with ShaderFX in Maya. Decided to try the "Blur9Tap"-node and I am assuming you use it in conjunction with render targets right? I'm getting fairly promising blurred results, however when using the render target functionality I'm having polygon sorting issues. Disabling the "Double…