Using Blizzard-style art as inspiration is good, but using them as primary references without understanding the core concepts behind arms and armour is bad; you'll be copying and incorporating their lack of understanding into your own work without realizing it. In the early 2000's basically nobody knew how armour worked…
Hey All- I am looking for a full time 3D technical artist- someone who is flexible from python to hard surface modeling, rigging to makerbots. We have a super fast paced environment working from concept to prototype, and on the regular you will be tasked with prepping 3d models for everything from export to unity for…
Doesn't some of the bugs or issues with 1.8.xxx come from photoshop updating their software, changing api's ect... Won't their always be conflicts with 2.xx.x in that aspect of it? Or does Adobe calibrate changes in code and api's with vendors who make plugins for them?
Couldn't get this to work, and I don't have time to learn code. Are there nodes in Shader Forge that are equivalent to Unreal's Camera World Position and Object World Position? I already built a mockup in UDK, I just need to transfer the results into Unity.
Regarding unreal engine you can easily translate the code to material nodes. I've done this for UE3 and it should work for UE4 just the same. http://www.abload.de/img/blendnormals_rnm019yu1w.png http://oliverm-h.blogspot.de/2014/01/ue3udk-mixing-normal-maps.html
That is pretty much the core of the issue with your post. You touch on a huge array of subjects without exploring them and diving into the issue. You flirt around some pretty huge and deep philosphies without saying too much about them. Using the proper vocabulary and explaining your use of that vocuabulary is very…
Thanks for the feedback, your explanation is very helpful. This is the first time I've come across the issue, and luckily as the rig is instanced, debugging by cutting away chunks of code until it fixes the result helps. Thanks again.
thanks. it worked, but... :D i have troubles with mdl file (bad compilation) or with material-files (i'm try to add alpha mode in vmf code for buity wings effect like a death prophet's dress)
Like I said, this is hacky, and easy for artists who have no intention of coding to set up. I'll be looking into uScript options a bit later down the road and post what I come up with for sure!
I made some custom nodes for Substance designer that allows the user to control color and grayscale values and gradient angle as well as examples. Its $10 on gumroad (discount code : discount50 for 50% off) : and a small free version (only includes color and grayscale) on Substance share (pending approval)