"Pixel Normal WS node" <--- THIS That's the problem. More precisely, you're trying to change the Normal Map through this PixelNormal node, thereby causing an infinite loop. The normal map needs to have different logic.
I'm an artist who moved into coding. Coding in unity is not that hard, it's pretty easy actually. You guys would be surprised to hear that I find rigging and skinning more complicated than most coding. The hard thing about coding is learning the syntax. using systems.collection Translation. When holding space bar, every…
Hey, i had to push that project alittle bit to the back because of other stuff. From now i can work on that project again, and will keep updating this thread. I updated the internal code which generates the hair strands to increase performance, but its still in super-alpha mode, so still no early access here.
Since when did they start charging 35 quid for pc games? Looking at the rest of the game chart they are £5-10 cheaper, the whole Modern Warfare 2 pricing coming back eh ... gouging ******'s I got a friend code, going to play it before I even think of shelling out that much for a game.
It's definitely most awesome. It seems more like actually writing code in HLSL just with nodes, but to think about it, it might be not so comfortable for most artists since basic hlsl knowledge is required. The UDK editor eliminated a lot of that tech stuff. Anyway, Kris get hired by Valve in 3...2...1...Go! :D
lucky me not using shortcuts^^ i never thougt about that anytime in real life^^ lucky you being no coder, thinking about how to code how people acting, rain and stuff that happens around me drives me nuts^^ tight atm i see dead people, i think i need a nap
Getting the stuff into source is pretty easy once you get the hang of it, it does involve some trial and error and even quite a bit of reading and some basic understanding of some basic concepts of code. The Valve wiki is a good place to learn, also there are a lot of user based tutorials floating around the web. BUT and…
Traditionally in games you would have an attachment node and the weapons would connect to it. That way you can attach any kind of weapon to the node without effecting your main model, it also leaves it open for newer weapons later. Normally you could work on it all at the same time in one scene file and export separate…
Hey! Great step to start posting online. It's a really good habit to have since you'll learn to communicate about your work, making nice screenshots (even the WIP ones!) and getting feedback :+1: This is a great start so far! Right now it could really help to flesh out your meshes and blockout so you can see how the scene…