https://www.youtube.com/watch?v=h9t8IpvotcU I started working on a burning wood shader in UE4. I want to be universal enough to publish it on Marketplace. My to do list: * of course several types of wood + a lot of presets * option to auto set tiling by scale * FX: flames, sparks, hot air * spawning emitters automatically…
Here is another video of the displacement. This time I'm showing how instanced actors can have different morph targets, since vertex paint data can be stored per actor. So there is no need to have 4 unique actors. This should save resource size dramatically if you plan to have an environment full of morphing floors and…
I don't see why not... I mean, the workflow (at the moment) is basically: * Use hair and fur to create the hair you want, against a backplane (which will ultimately be your UV sheet). In the image above you can see i'm working on the second hair strip. * Convert hair to splines. Enable UV generation in the spline, give it…
https://youtu.be/jBVtoGVu_Ns optional drop in mesh helper for 3ds max, my solution for multiple optional meshes in game dependent on the game params. The helper has a custom attach constraint that binds it to the mesh that requires the optional geometry (the attach constraint returns all data needed to fit the optional…
Been playing Mount & Blade Warband recently, and decided to have a crack at learning Python properly by writing an importer for their binary BRF format. Been reverse-engineering the format based on their export script for Python, mostly pretty straightforward so far. Currently I'm just building the raw mesh, next up is…
yeah you can do the same in max and even automate it using the volume select (or vol. select) modifier on a grid of vertex points in a mesh. Then apply cubes on all of the selected verts of that mesh - done! But what all of those examples fail to do is picking color values from the mesh texture - or it's uv space. Using…
I was digging into many Voxel generation scripts but they all couldn't generate the voxel colors based on a texture or material. So i started writing my own one from scratch and the main trick in my one is to use the slice modifier on 3 axis to make sure that for each voxel on the surface there is a close match of a vertex…
Hey, Working on maxscript tool ToTex. (Render To Texture), already working on it for a few months. http://sven.fraeysweb.be/tools/index.php?page=totex It's a script to make baking a lot easier in 3ds max. The problem with max is that you need to define too much unnecessary settings before you can render something out that…
I'm going to answer both at the same time if you don't mind. The term "vector map" is somewhat missleading actually. A normalmap is also a vector map. In Portal 2 and Left 4 Dead 2, they used vector maps to distort the flow of water in U and V. So in other words, blue channel was left empty. There multiple ways of creating…
No Bake tool today :p So what can you do when your wrist from your writing hand is broken and you can't work on your character textures: you code! Today, I completed an LOD tool for "my" team :) (sorry no screen to show): Because we work with characters in several parts, was kinda tricky to generate LODs easily within a…