So I admit, the name is inspired by the song by the Rolling Stones. I've had it on repeat today and since I absolutely adore playing Yordle champions for some bizarre reason (Heimerdinger Main), it felt fitting that I dive into the most notable Yordle that came to mind while listening to the song. Yes. That Yordle. Teemo.…
Hi! I'm a 3d artist/coder looking for a project for the remainder of the year. Basically I'm starting a doctorate working on some cool research projects with a AAA games company soon (around winter) and need some intermediate work. I've worked as an artist (Lightwave, Zbrush and Maya) for many years and have 1+1/2 years as…
Hey all, just wanted to know if anyone else is getting these emails from Makersplace? It comes with an "exclusive" code for joining the site and essentially it looks as if their trying to make a blockchain print shop/ digital art shop. I've gotten these kind of email offers before but this one somehow made it through my…
Well, Sylar isn't really dead though... all someone needs to do is pull that shit out of his head..... well, I guess he should have burnt up in the fire since he was dead and not in healing mode. I'm guessing the glass melts, allows him to come to life, then he gets out. Good episode though. It really felt like a…
Nice article Ben. Yeah I should have clarified, I don't use peoples code as the only source of learning but look at the documentation and help like constantly (Sort of offtopic but whats with all these companies moving their documentation online, sucks trying to code and not being able to check) Agree with the site, well…
I think Eric already clarified but I thought I'd add this in as well. Shader and Material tend to confused by artists as well. A Shader is the framework for a Material, so this can be created either in code or in a node based editor. The shader defines the properties of a material. A Material is the compiled…
I still kinda prefer Unity. It's just a bit nicer to use and the way things are set up makes more logical sense to me. But I'm very much more inclined to write code than deal with spaghetti nodes. Unreal feels very clunky in comparison, even though it shouldn't have to.
I don't think it will work. The other state/blend options are hidden. You can try playing with them via MEL, but I believe that on the VP2 side when rendering they are ignored and will only end up in the HLSL/CG code. Mel to be run on the State Node: shaderfx -sfxnode "ShaderfxShader1" -listProperties [node_uniqueID]
Yea, that is pretty much it. But I did not write any shader code, it is all done inside the node based shader editor of the UDK. That looks pretty cool! I experimented with something similar recently, here I animated decimation: http://i.imgur.com/uy0euwz.gif The other food is now also alive, this is for the horses:
Autodesk Official VIdeo : https://www.youtube.com/watch?v=q0bIYyorjY0 Eloi's video : https://www.youtube.com/watch?v=YbrHCICnT4sPerformance update detail. https://cganimator.com/3dsmax-2022-modifier-modernization-includes-3dsmax-2021-pus/Smart ExtrudeSmart Extrude Cut-through - removes geometric data when the smart extrude…