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I'm trying to emulate fluid movement with a panner node and time function but it doesn't loop it just goes up and then starts again when a period of time end. I have currently solved it by putting a very long period of time but I also want to solve it properly. Any suggestions?
Hey guys, I've been working on this pickup node for unreal and I need a little feedback. Mainly I'm looking for suggestions on maybe adding a little more zing to the diffuse and specular map. Any other crits would be appreciated, thanks.
Hi, I've made a function which takes various image input nodes, however how do I display the labels for these inputs so I know which is which? It would be nice if the bitmap showed the name of the texture file too...
Hi guy's, Just can't believe i have to ask here such a simple question but i am Googling for a solution for more than an hour without success and the substance designer documentation is useless on this. I just have a series of normal map render from 3ds max in the tga format and i cannot connect them to the normal node, i…
You had a pinned vertex in Peel mode. That's why it was behaving like that. Also, quick tip for Peel mode: turn off 'avoid overlap' so that all your islands don't get jigged around every time you enter the mode.
[ QUOTE ] now if coke were still made with actual fucking sugar instead of high fructose corn syrup in this country, that might be a different story. [/ QUOTE ]You can't get regular Coke in the US now? What sort of madness is that?
Hey, in 3dsmax there the amazing "Peel Mode" where I can pin verts and pull and push the UV's to get straight results really quickly. Wondering if theres a Maya equivalent? :)
I have a post process chain applied to my scene that is only visible in game mode. However when I try to play the game I get very different color and contrast than what appear in the editor window. What causes this?
I hope the image explains what Im talking about. i made a panel with 4 screws in the corners, if I bake in Blender they come out perfect, nice and flat, and but in SD6 they come out terrible at a weird angle. any suggestions?