My workflow is slow and sloppy :p so I'm looking forward to learning something hopefully. I started with this thing, no idea if it actually has a name but it has screws in it. I started modelling with a single plane and moved vertices to match the silohuette of the object from the front and side views, added edge loops to…
Is there a way in UDK to set up a shader to display random textures (from a list) per static mesh instance? IE, A a room with 4 tv's, using the same static mesh for each, but each one displaying a different image on the screen?
I'm pretty sure there is the 1 alpha color on the palette when the png came out of photoshop, just not sure if it is completely supported in the 3d space. Since max didn't do it I was afraid you can't use png with alpha as a texture map.
> I'm not sure if I'm posting this on the right board, but here goes. I wrote this song as a MIDI file back in 2000, and have spent the past few months remastering it on an on and off basis. There's just one problem I'm having with the song that I think you guys can help me out on; it doesn't have a name yet. If anyone can…
Hey, this is what I've got so far. Its a first using floating geometry, it seems like it works. It seems like I've gone for the same thing as Vrav. I started out with this because it looked the trickiest part to do. I used the reference photo. to use as a template on a simple plane, then with planes created the rough…
Hello there newbie here , been working hard on composing 3d environments all from scratch and wanted to know what kinds of things i should do to improve my artwork. The character is custom and paid btw but the character concept drawing was done by me. Im currently trying to update the models to have more variant style of…
I am trying to get the bloom effect without having a bright emissive material. Typically I would make the colour 20 or something but in this case I want the material to be "dim" when you look at it but still achieve the bloom/glow effect around the edges. Anyone have any ideas, I realise this may not be possible but any…
Since this is about Gran Turismo, there's something I've been meaning to ask. How did they fake those reflections of the sun and sky on the playstation 1? Could the PS1 handle environment or cube maps? And what about the shadows? Are they just Shadow Volume or a texture that follows the car?