For reference, if anyone else wants to know where the tutorial dekard mentioned is, Chris Holden posted it here: http://www.game-artist.net/forums/tutorials/182-step-step-techniques-tiling-textures-3ds-max.html
Hi guys. Hoping someone could give me some pointers on an effect I'm trying to achieve. I thought it would be quite simple but really struggling to understand why it's not. I want to create this: A paper lampshade where the light is visible through the material, and falls off as shown in the picture. Bright in the centre…
Esim games is looking for a talented Animator to do military character animations. we work on a contract basis, and you get paid per animation you complete. payment per animation is 180. if you're interested post some of your work in this thread, or send me a PM.
Without a video or a pic it's hard to understand what your problem is. If it's regular forward kinematics, then you should be able to just rotate the root bone 180 without trouble. However do you have some constraints in there, or some wired controllers?
Boy - I know books! I've got 186 of them at home. Old Man - Feh. Comic books. Boy - No! I've read Treasure Island, The Last of the Mohicans, Wizard of Oz, Lord of the Rings, 20,000 Leagues Under the Sea, Tarzan...
Since thats a 180 from their previous position. Its not in effect... yet.* But they want to vote on it by the end of the year. *Oh wait, it already is in everything but name! You don't remember the Netflix/Comcast deal from a few months back? :/ "Peer Sharing"
Hey, interesting question. There's actually two passed in the shader. The second pass is reflection only. I think I switched to this system in 1.3, solved a lot of problems with hitting SM3.0 limits. So it is additive. Thanks all for the nice words and examples !
nah more fun to trick someone into the tedious work of making it all fit together later. thinking the job should go to keen since he does such a good job at it. http://www.polycount.com/forum/showpost.php?p=1435741&postcount=133
Now my normal maps are working, or at least working better than earlier. Find out that I have to set my smoothing angle to 180 in material in Modos shader three. here's the forearm in Unity web player: Rebot forearm