I had done a patch for HOps utilizing their asset loader, but we decided it was best to directly include that functionality into DECALmachine. Check out v1.2 if you haven't already, it's all integrated now. Have fun with it. Any question, suggestions > decal@machin3.io Documentation is at decal.machin3.io Thanks for…
[ QUOTE ] Dead genre? There's more point and click adventures than you can shake a stick at here. [/ QUOTE ] Heh. I forgot about Europe. In NA you can go to an EB, and see a good handful of these Adventure Games that you'd never heard of. They rarely get reviewed either, so its hard to make a call on whether or not they're…
I don't think I'll get mistakes on the normal map, maybe I'm mistaken? Can you suggest a way to get around this? If you check the low poly screenshot you can see how I've set up the roof ready for the bake.
I am trying to create an interactive turntable for the following object: REFERENCE: This is what I have right now: As you can see, the transparent parts are heavily noisy in the marmoset viewer: I have found these two models that do not have that problem. https://www.artstation.com/artwork/oAJv3J…
increase the self illumination of the screen until you can see it. you may need to raise the value into the thousands before it is visible. also the reason your render is looking unrealistic is probably more to do with bad material definition. FG settings have very little to do with it. Infact 90% of the settings you've…
Well..u could use the graph editor,find the curve and go to the stats box and simply change the keyed value from positive to negative and vice versa or doesn't the maya bonus tool have mirror animation?I am still trying to get the hang of the mirror animation thingy. Does it just mirror the animation/or position of the…
I am having a heck of a time getting the lighting right on this scene. I have tried baked/dynamic and everything in between. In this setup I am doing everything baked except for the foliage but am having some issues with the 'indirect lighting cache'. As you can see in the lighting pass it is too bright. I have learned…
Few things I see off the top of my head. The web build...looks like there is some hardcore aliasing...I think that by default, even the highest project setting uses a low amount of anti aliasing..so crank that up. Also, it looks like in viewport, your getting some nice soft shadows on the floor from those blocks, but not…
My feelings exactly. The wide gamut color shift is only getting worse with each generation of displays. Its also important to understand that even if nearly all consumers have terribly inaccurate displays it is still important to create accurate content such that the average of potential color delta still hovers around…
We've signed a deal with MTV to showcase our game STACKED on televised tournaments, as well as other areas. MTV is actually opening a new games division now, with STACKED being their first game in line. Should be exciting to see what they do with our game http://www.gamespot.com/news/2005/07/06/news_6128064.html