Hello Forum members, My name is Ty and my team is looking for more people to join our project . We have been working very hard for the past 2 months to develop our game. We are well on our way to an alpha. We are currently seeking passionate and creative individuals to come on board. Here are the position which we are…
Hey folks, I'm up to my man-boobs in a VFX art test. It's software independent and I decided to use Unity, of which I have *a little* experience. That said, I need help!! :poly122: All I want to do is play an animation that I've created with 3DS Max in Unity. Literally, hit play and see the animation. Nothing fancy. So…
I'm starting a new thread for this because I'm not going to be asking any qs, this is really just to share where I get up to with making blender more comfortable coming from maya. If anyone has more ideas, throw em in To use this, you'll need to grab AutoHotkey, its a hotkey scripting prog http://www.autohotkey.com/ here's…
Hey folks, It's been AGES since I logged in to polycount - after getting into the industry my posting really dropped off, as I had access to so many professionals in the studio to help sort through all of my development woes. Alas, I've now gone indie and my pool of resources shriveled - and I humbly come to my roots for…
I'm completely clueless when it comes to texturing pipeline, and unfortunately every tutorial I can find (Quixel or otherwise) is tech-specific (they explain the software, not the craft of UV'ing). I was hoping someone could at least help me put a word to some of these issues so that I can Google them further. My pipeline:…
Hello, I've been using and experimenting with UDK last few months, so this will probably be easy as cake for most of you. I have an elevator set up, controlled with kismet and little unreal script (custom sequence action). The problem is with matinee animations. I have 4 floors and 4 switches (one on every floor). I also…
Set the outputs of each material properly to what you need. Then pull in the graphs of those materials into the new "Trimsheet" graph. Your individual materials will come in as their own material nodes but will still hold the link to their graphs. Then you blend these graphs together using the method above. Your Explorer…
I think you don't have to blend your slope results with your leveled tiles afterwards to keep the areas between the tiles. Just check in the slope node the mode and change it from Blur to Min. That should make sure that it only cuts into your tiles. But of course you can do it like this as well :)
With the acclaim that Savage received, I wouldn't have thought that the core team would have trouble finding a publisher. Though I guess the project could have done horribly financially, and I wouldn't know the difference. Regardless, Savage was an awesome game, and it's great to see these guys come back with something…
I can't get alpha channel nodes to display in Maya. They display just fine in renders, but they won't show up in preview mode, where I'm selecting and moving around objects. So why is it doing that and how do I change it? Do I have to get some Tesla action? Can I fix it with Maya settings?