THIS IS BLADEDAWNBladedawn is a RTS meets MOBA, tailored for strong competitive gameplay and teamwork.In Bladedawn players take the control over a hero, just like any other MOBA you know, the difference is: there are no set lanes and neutral camps. Bladedawn is played in a RTS-like enviroment where players build their own…
hello everyone, I've recently created a parametric array modifier for 3ds max. I think it may be very useful for many peoples workflows. please check it out and see if it's useful for yours Use for all sorts of parametric placement needs. Linear or radial arrays are common, but also various oscillating arrays. You can add…
In your example, you don't need to specifically connect the vertex colours to it. - In your layered texture node, have the 2 textures. Make sure the one on the left is set to blend mode 'Over', and the one on the right is set to 'None' - apply the layered texture to the model, create a vertex color set and fill it with…
Use the code creaturefood at checkout, to get a 20% discount on your ticket. Discount code is only good for 5 uses before it expires! Use it before it's gone! Details can be found here: http://sketchfoundry.com/beastlab/ Also the posts above have the outline for the event.
A lot of game exporters simply create their own tangents, using code like nvidia's meshmender, or microsoft's example code, or their own custom thing. Like EarthQuake says, you should talk to whomever wrote the game exporter, find out what they're expecting.
You'd need to have your application (the c++ code) handle this. It's quite doable if you have access to the shader loading code, I remember I did something similar back when I still programmed c++. Unfortunately that's not really a possibility with most applications.
UPDATE: We are moving our assets to Unreal Engine 4, so note that we are no longer requiring you to have Unreal Script Knowledge, everything is coded with C++ so if you have experience with C++ writing codes then please don't hesitate to contact us...
i've got a good few models (300k worth) in a scene that I want to render toon shaded, and I've got a toon shader applied to them (ramp material) as soon as I put the viewport into hardware textured mode, maya dies on me. it's as if the toon shader is using a massive ammount of texture resources, even though there are no…
In this brief tutorial, I'll show you how to start setting up Landscape for use as terrain for environments. Before I start, though, I'd like to point out that there is a ton of useful info on the UDK help pages. Here are some relevant links: http://udn.epicgames.com/Three/Landscape.html…
You can bake normals etc. directly from the xgen hair using Arnold RTT with one of the utility nodes (I forget the name but it's the one that can bake uvspace and world space normals etc.) You can also bake a direction map that can be used to feed an anisotropic material in the same way (there are a couple of options in…