I had a quick scan of your work and a couple of things popped out to me straight away. The mesh density on some of these pieces is unbalanced for what you're calling "low poly". You have areas that are sparse and very low poly, and then other areas that are so dense that they're black. Optimisation will be a massive…
The main issue is that I can’t find a suitable shader. Initially, I used a toon shader and took the outline from it as well. However, I’m not very satisfied with the result: the image looks quite flat, and the specular doesn’t behave the way I’d like. The gradients also make the render feel overly stylized. After that, I…
I messed around a bit with example1.frag and I think I've got what you're looking for working. //provides FragmentState
#include "../state.frag" //provides misc params like 'uCustomTime'
#include "../other/customExtras.sh" uniform vec3 uColor; //color name "Color" default 1.0, 0.35, 0.2
uniform float uSpeed; //name "Speed"…
Just tried it, and the Spline IK is a very good addition. Note that the important part in step 5 is to replace the XYZ position sub-controller with a path contraint (or use a list controller like seen in the image). He probably started to write that, but then jumped ahead to the bezier float. Or maybe that used to be the…
I've been working through a tutorial where the camera view changes based on a trigger that's activated. I finally got all of my code to compile, but when I went to test the script out (created a trigger and connected it to the "top-down" node of my Kismet action), it did nothing. I'm not sure what I did wrong or how to fix…
How can I have backface culling on so that floating geo doesn't reflect on the main object and also how can I stop them from casting a shadow? I read something about experimental features but I don't seem that have this check box option Or What is the best way to render a Model that has floating geometry.
Hey @Rayoule I reached out to one of the dev and am posting what he said. maxscript is expecting the value to be set to be a color value. Color values in maxscript are normally in the range of 0-255, but each component is a floating point number and can be outside this range. When setting the color value, the mesh stores…
Thanks a lot for sharing this - definitely useful. I'm pretty new to UnrealScript, but I gave this one a shot. The trick was to create a MaterialInstance in the UDK editor first, then reference it in UnrealScript. I also tried putting it in a Pawn class other than the player, and that works, too. The only catch is that you…
From the wiki. MigNormalTools Nice stuff tea. I tried out that worldAlignedTexture like day before yesterday and kept spitting out error for float4 to float3 (or something like that) will try again and hopefully it works. Also the tip about sloped edges is awesome along with the vertex ao stuff!
it's pretty standard still to have a limit on how far outside 0:1 you can get away with. usually 16 units in either direction sometimes its a hard engine restriction - others you just get crap results due to floating point error,