So I'm going to be doing sprite renders in Mental Ray for a while and wrote some custom shader networks in the Hypershade. On one, I have 12 or so attributes around the network that need to be set per surface/asset. What I want to do is have an easy collection of them, so I don't need to dig through the hypershade each…
Hello, I'm always so passionate for making terrains using Mudbox, WM2 workflow however, when it comes down to implementing gameplay elements in the world I usually have no clue how its done in other games such as BF3's landscapes (they did fantastic work there). Those of you that are using WM2 know that when using erosion…
I don't have a way to speed up the time it takes to export a large obj file, but Mop's old MultiObj script might be handy if you're dealing with a lot of seperate bits and pieces. Here it is, since his old site seems to be down : // Multi OBJ Tool v1.1// -------------------// Tools for dealing with large amounts of OBJ…
Really great replies, thanks guys!! :) thatanimator -- You're right, I'm not looking to redo a bunch of stuff I called done a while ago. Then adjusted and called done a second time. Now, it's DONE, and onto new stuff! Thanks a lot for the thorough critique though, I'll be keeping a lot of what you mentioned in mind as I…
Got back from my vacation and found that everybody seems to be so much further than myself! It's been so long since I did anything in UDK that I had to go watch som tutorials on the basics to get myself acquainted with it all again. Wanted to get as much as possible into UDK to see how it is coming together. I'm fairly…
For most materials, this makes sense. But gemstones are better done as pure geometry, since refraction and dispersion are essential. Why would you want to make a flat gemstone material?
@killnpc Not sure if you're still around polycount but was looking through the archives and regrettably these images are gone. Was wondering if you still have them online anywhere?
The global lighting in the concept has a desaturated brown tone, whereas the lamp has a saturated blue tone. I would also turn down the godrays from the window, it seems more like a bloom effect in the concept. Window grunge could just be done as a grunge map dropped on the opacity of the glass material. Looking good so…
That is a nice skull. Was all of it done in Sculptris, I'm surprised to see it go that high? The only thing that looks odd to me is the bottom of the nose, looks as if it sticks out too much is too prominent. And It might look better if the middle inside part angles backwards in line with the top of the nose. Also the…