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Re: E3 2015
Reply by
aesir
·
May 2015
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Home
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General Discussion
No way Last Guardian will be there. I think that was confirmed to have no one left working on it a year back. Star Fox would be nice.
4 results
Re: Vayne4800's workshop
Reply by
down_limit
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Jun 2014
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Home
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Dota 2
great confirmation that really fine artist can do an excellent job without these most abject particles. awesome work, dude!
2 results
Re: Hacky Normal Map Correction
Reply by
m4dcow
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Apr 2012
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Home
›
Technical Talk
Or parse the thread title for "Normal Map", and have a confirmation box verifying that the poster has read EQ's normal map thread.
Re: Courier - Death animation question
Reply by
Juventinii
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Oct 2013
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Home
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Dota 2
Thanks again guys, its confirmed when an enemy player kills the courier the animation was playing properly. It was only happening to the tower
Re: Maya translate gets wonky after scaling object
Reply by
eltarbos
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Nov 2017
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Home
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Technical Talk
I confirm that this is a known bug introduced in maya 2017 update 4. It has been solved in maya 2018 update 1.
2 results
Re: [Maya] froTools : a maya toolset for working faster
Reply by
Gheromo
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May 2012
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Technical Talk
I can confirm that maya 2012 version works fine, had a typo in the script editor when i was trying to launch it. :)
2 results
Re: Maya LT ShaderFX
Reply by
Jason Young
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Dec 2013
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General Discussion
Sweet, ShaderFX for Maya 2015 CONFIRMED. :P My pipe-dream would be some sort of shaderfx export to marmoset 2.
4 results
Re: Quad Chamfer Modifier released
Reply by
BeatKitano
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May 2012
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Technical Talk
So this is as awesome as I think for hardsurface Paroxum ? Do you confirm ? Like making a block out and almost finalizing it on the fly ?
Re: FF XIII on 360 only 576p.......?
Reply by
odium
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Feb 2010
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General Discussion
It was confirmed from the devs there were like 16 hours worth of video... But video isnt the point as they can be a seperate resolution :p
3 results
Re: TGA Physically Based Lighting CGFX Shader for Maya Viewport
Reply by
kodde
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Jun 2013
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Technical Talk
shaderfx> Thanks for confirming this. In other words, it should be possible for an end user to get shadows with a custom made HLSL shader if you use the DX11ShaderNode right?
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