Marketplace Link Using this package you will be able to quickly and easily create a multitude of Sci Fi Corridors. Ideal for 1st person games. Customize PBR values & colors to achieve the specific look you desire. Personalize your assets to create environment that are unique to you and your vision. Video Material Demo…
It seems to me that Maya 2013 added the angle weighted normals like max uses. Not sure if I'm right but for my tests the assets baked in Max with the vertex normals exported from FBX look ok in Maya2013 if you setup on attribute editor and set it to be "angle weighted normals". I don't have a really good test mesh here, I…
I am rather new to MEL and I have no idea what is really available for me to work with. As my first actual script, I want to create a tool that allows me to select a vertex, and then choose an axis plane I want to intersect with edges, anywhere that the edge intersects with the given axis plane parallel to the vertices, an…
Hey! I've recorded another Houdini tutorial. This time I show how to create a paintsplash effect in Unreal using Vertex Animation Textures. I also briefly cover how to use the simplebaker to bake out textures to use as a decal. There's a lot of content in there and if you are only interested in specific parts of the…
Hi guys I read this thread here: http://www.polycount.com/forum/showthread.php?t=65348 and I'm mostly using rick's maxscript, just testing things out. I'd like to assign a material's diffuse to vertex colours, and running this script:modPanel.addModToSelection (VertexPaint ()) ui:on$.modifiers[#VertexPaint].lightingModel =…
Greetings, I know the title is horrible but please give me a chance to explain myself: The Photoshop Pen Tool is functioning in a similar fashion as the spline tool (line tool) does in 3ds Max, (Clicking in the scene creates a Corner vertex, dragging creates a Bezier vertex). The problem: When you are working with the Pen…
Hi there, I am trying to define the local coordinates of my mesh's vertices. Here is what I have for the moment if I output the x local vertex coordinates of my mesh in a shader. The pivot is located in the center of the sphere and as you can see, the x local coordinate goes from 0 (center of the sphere, pivot position) to…
So decided to make some material study before jumping in the Riot Contest. Always wanted to see what CE would pull of. Rules: I was trying to see what I could "pull out" of CE with only using shader parameters. That is why: 1-) Only one random texture from google. Use PS to iterate necessary normal and displacement maps…
that's quite neat - I mucked around with something similar that made use of texture arrays a little while back but abandoned it because there simply wasn't time to go back and add vertex color/textures to the meshes involved. Should work brilliantly if you plan your work out ahead of time though
object, world and tangent spaces are three different reference systems. You had the explanations for world and object. Tangent space is defined by your vertex normal and vertex UV (U direction), and a third component that is calculated from the previous two. Tangent space maps are more reusable (tiling textures for…