Nice, the terrain shaping in the foreground is much better. Also, you may want to experiment with masking on the leaves of that fern if you are going for that look over the thick/weighty style. Check out this resource for sculpting rocks: http://wiki.polycount.com/wiki/EnvironmentSculpting#Rock_and_Stone There are some…
hey, i think your trees need some vertex normal love. theres a couple of scripts for that out there, depending on the software you are using. heres what im talking about http://wiki.polycount.com/wiki/VertexNormal#Modo also you could try using a transluscent material for the leaves, theres a preset dedicated to foliage in…
I put a bunch of good tutorials here, including that same one from Sascha. http://wiki.polycount.com/wiki/EnvironmentSculpting#Rock_and_Stone Right below it, there's a Maxscript for 3ds Max which generates procedural rocks. There are a few of these scripts out there, if you search on Scriptspot you can find some.…
http://aescripts.com/duplicate-frame-remover/ It's basically the opposite of the way security camera looks for movement. You pick some pixels and see if they change/don't change from the previous frame. If the same, then do something. In your case, remove the duplicate frames. You could also write a script to do this in…
i'm terrible. if i say something in my videos take it with a grain of salt. there's a reason why i will never make a tutorial ever again. no, you just untick the box in keyboard shortcuts next to the edit poly hotkeys, then it reverts back to using editable poly hotkeys. true though that some scripts break when using it.
For those too lazy to read the FAQs section on the XoliulShader2 website and interested in knowing future compatibility with Maya/XSI: [I]If you mean a version with custom UI, then for now the answer is no. Maya uses a different scripting language, and translating it would mean redoing everything for Maya. The old, core FX…
I think I just ignored the problem to be honest, it's been a long time since I did anything like this. judging by some of the comments in a different scripted modifier I found lying around I was aware of issues around updates but I suspect I got distracted by something shiny and gave up thinking about it
Just wanted to post and update to the web build. Watch out enemies have way to much life right now. I need to adjust that and some collisions so you don't always spin, and I should really add the locking cursor script, so I apologize if you get spin crazy. Link here.
Thanks for the advice. I adjusted the normals using a speedtree script that came with UDK to make the tree canopy normals emit outwards like a sphere. I also tweeked the cryenengine material so the backfacing shadows are more pronounced and it doesn't let as much light through. Also added another branch to the tree to…
Just wanted to do a quick update tonight. More to come tomorrow. This is the lineup of Theos' army in spellbinders. They were really fun to create. They all share a 1k texture atlas and have all been built with the same rigging script I created specifically for this production. And a quick little sketchfab of them all…