snippet of code added to the composite texture map in max..... and added to enables the "correct" blending of normal maps with the map. from.... would be nice to add something similar to photoshop but I don't know enough about it's sdk to know if it's possible correction, forgetting my shader tech :/
I figured out how to get Maya to name multiple objects correctly when parented or grouped and also not add an extra zero after 10 and 99 objects etc. I also put a name matching feature in for baking. Full video here if you're interested
Implemented the most simple of interfaces for SimpleObject2 class in max called IVariation. And all it does is invalidate the mesh forcing max to rebuild it. So now if you add any kind of random variation in your object creation this can be reflected in the creation process as a test I randomized the height segment in a…
Hi there ! After the detail albedo shader, I finished a new shader : the 'Sticker & Detail Albedo map Shader'. This shader for TB3 allows to add a sticker on top of an existing material and includes the previous 'detail albedo' module. I hope you enjoy ! https://www.youtube.com/watch?v=JjzaSo5vkwI
And... I've managed to make it perform better and move smoother. Implementing Delta Time based movement was Extremely Important. Tomorrow, I will start tackling "enemies", collision, restricting movement to the "play space" and more. I guess then I'll need to add shooting. https://www.youtube.com/watch?v=iGaNc2MJJ8I
@animax - You may need to download Dotnet4.0 on your x64 machine for this to work. I thought windows would have installed it, but maybe not. For anyone crashing, try installing Dotnet 4.0 and let me know if that fixes it... @Denny - I will look at the Drag/Drop right now quick. I think I might know whats wrong. Either way,…
Looks cool, nice start. Every cable and conduit has a minimum bend radius based on codes. If you add those rules into your script, it will make the cable/conduit follow a more realistic path. The BX cable you are modelling would crack open on the tight bends and expose the conductors.
cool work, renderjhs. for the pixel snapping, you could also add a "snap to edge", ie snap uvs to closest edge pixel (detect edges of a certain magnitude on the bitmap), but I am not sure how real-world useful that is, at least in your example you have some clear edges in the texture.
commander_keen! Your projects are so awesome. Maybe you could add a bevel to the exposed block corners to make everything look a little smoother... but I'm sure others would prefer the crisp, cube-y look. Since Unity can handle more geometry than Java, though, it might be nice.
I did finish a mock up yesterday. Besides the simple collision check, the functionality and attractiveness(non existing at the moment) don't stand a chance to the default scatter that comes with max. But if there is interest I could try to add those standard scatter features and attractiveness, and custom requests.…