I fear that the tablet might be just as difficult as the mouse for you...UDK isn't really built with disability usability in mind, but there's a few things you might be able to try: -maybe use snapping to help you move objects in finer increments with the mouse? Likewise, you can manually type in movement values a lot to…
OK, did some more of my own tests. I get a completely flat face with a couple of the cube faces, which is definitely a good thing. In Photoshop I painted over the render target with 127, 127, 127 grey, then set the layer blending mode to Difference. This should nicely highlight any areas of the cube that aren't flat. Some…
Hi guys, I'm glad to see this thread around from the times I wasn't a polycounter yet. Thanks to Bitmap for starting it and to all of you who hanged around. I don't know how to say how much I strive for information about users experience with IllusionCatalyst. I requested good time lapses references (here) to see how…
Shader coding is a very specific field in itself often with its own quirky languages and requirements, you'd usually have a specific programmer or TD for that job. I wouldn't imagine it's common for any artist to need to know shader code for employment, although it's a very good skill to have - most engines will have…
[ QUOTE ] Well, as a systems engineer I can tell you that if you can put linux on this thing it would run games better than 75% of the machines out there. I'm going by the HL2 hardware surveys. I can also tell you that consoles are far less likely to need servicing than a PC. What he is saying is quite possible, if they…
Hey :) Just some things i've noticed which make the usage of the forum not as enjoyable as it could be: 1. Why is the Edit-Button hidden as ONLY entry in a sub-menu? That's not intuitive nor helpful. Why not just put "Edit" instead of the Gear-Icon? 2. GIF-Links are NOT previewed when looking at a post BUT - and this is…
This might be a bit of a noobish question, but I'm a bit unclear on this. I'm looking at some materials in an Unreal3 project, and instead of having a baked specular texture (or alpha channel, etc), a lot of the speculars are generated in the material node editor, along the lines of…
I just use particle hair, convert ti to cards with hair tool addon, then sculpt the cards further. works ok, but never quite perfect Blenders new hair oprions are pretty good too ie geometry nodes, but I am not keen to switch over completely yet hair tools addon has its own shader with a nice anisotropic look