haiddasalami and I are adding a new section to the Polycount wiki for Technical Art subjects. http://wiki.polycount.com/CategoryTechnicalArt We would love some help adding content, like links or code samples or whatever you think that you and others would find helpful. Talking with Rob and others over at Tech-Artists.Org,…
@RumbleSushi: A web game for a big US company, I am a the developer for this game. The project starts in 3 weeks but I prototyped in advance to convince the directors on the project to go with tech solution instead of a tile based iso engine. My main reason for this was to have more unique graphics (no tile patterns, long…
An all inclusive Maya bootstrap for Windows users: Hello all, I haven't posted on here since I made the move to Tech Art a few years back. Thought I would jump back in and post a piece that I documented a short while ago. It is an all inclusive Maya bootstrap for Windows Users, the documentation will cover how we can set…
I like the indirect lighting, but I think it's actually distracting to do it at a granularity smaller than the blocks themselves (and the outlines on the blocks don't help). It sort of accentuates the blockiness to the point of distraction, instead of it being an interesting pixel-art-like style. Imagine if you took a…
Hey! This is first post and I must tell that I am certainly overwhelmed by the work posted in here. I'm not as experienced as most of you, but I love this area. So, I just finished a tool for UE4 where you are able to pack your RGBA channels into a single texture, being able to chose from different textures and customize…
Hi all! For a long time, I have been following this thread (Sneaky, Sneaky, Sneaky :P), and inspired me to make my own panel/shelf. This because the lack of space in my Maya shelf and the continuous looking for the right checkboxxes at the right time was getting on my nerves. So, I decided to make to make a panel/shelf to…
Cheers. Oh, the extra 1 (361, 1001) is actually the debug grid itself, a 5000 triangle plane. e-freak - Finding which grid node you're on is ridiculously simple, that's one of the reasons I like grids. You already have the grid segment size (gridSize / gridSegments) - so you simply find out which column and row you're on…